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Those Quirks, Those Quirks
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<blockquote data-quote="Tequila Sunrise" data-source="post: 4806991" data-attributes="member: 40398"><p>I don't DM 3e anymore, but I find myself thinking about its quirks. This thread is NOT a dig at 3e, it's me asking if its quirks bother current 3e players and DMs like they bother me. Do you house rule them out, or live with them? (Feel free to add things that bug you, if you'd like.)</p><p>--The CR/EC system assumes that PCs pack magical bling, but there are no clear guidelines for exactly how much or how gaudy.</p><p>--CR is supposed to provide a yardstick for a DM to build encounters, but there are no clear guidelines for judging CR. Monster advancement rules are absurd.</p><p>--Certain very unique character concepts like spellthief, LG paladin, bard, ranger, druid are base classes while other equally unique concepts are not like the evil & CG paladin.</p><p>--Barbarian illiteracy. So the hippy-tree-hugger who was raised by wolves knows how to read and write, and the street punk pickpocket graduated from the Head Start program, but barbarians are categorically illiterate? What's the deal?</p><p>--Anyone can pick up Improved Initiative, Blind-Fight and Weapon Focus, but Evasion, Uncanny Dodge and speed boosts are somehow worthy of restriction.</p><p>--We roll for random abilities and HP, but not for any of the other two dozen PC stats, like starting level.</p><p>--Small size is more like Small Lite: you get to be cute and furry, but you don't have to suffer the logical drawbacks of being short [like reduced Reach]. You're effectively a Medium character that does a little less damage.</p><p>--Smaller and larger size categories modify attack rolls and AC exponentially, but all other stats linearly. Categories modify Hide, but not MS or any perception skills. Apparently that giant is easy to spot but his footsteps are just as soft as mine.</p><p>--Half-orcs are a standard PC race, but orcs aren't.</p><p>--Alignment and multiclassing restrictions. I don't like game mechanics telling me how to role play my character, or which life path he would or would not take.</p><p>--The morningstar and mace are the same except one is heavier and more expensive. Out of a thousand weapons scattered throughout a dozen splatbooks, your weapon choice basically comes down to: weapon & shield, two weapons, big weapon or bow. So why do we need a thousand stats for what should be mostly a descriptive decision?</p><p>--We roll to attack with a sword, but we name a DC to attack with a fireball.</p><p>--Most of the game follows the simple 1d20 + modifiers pattern, except Turn Undead. And it's not even a better mechanic. Standard attacks require a roll vs. a DC, but special maneuvers require opposed rolls.</p><p>--It's okay for everyone to have dozens of HP at high levels, because everyone has a 5% chance to die every time they take 50 damage. How exactly does this simulate anything?</p><p>--Dual wielding is great for a ranger or rogue, but categorically sucks for anyone else.</p><p>--Some schools of magic are defined by their means, others by their ends. Forcecage is evocation, mage armor is conjuration and shield is abjuration. Inflicts are necromancy, but cures are conjuration.</p><p>--Power Attack & other options that allow PCs to trade accuracy for damage are required to survive at high levels, but they're <em>optional</em>.</p></blockquote><p></p>
[QUOTE="Tequila Sunrise, post: 4806991, member: 40398"] I don't DM 3e anymore, but I find myself thinking about its quirks. This thread is NOT a dig at 3e, it's me asking if its quirks bother current 3e players and DMs like they bother me. Do you house rule them out, or live with them? (Feel free to add things that bug you, if you'd like.) --The CR/EC system assumes that PCs pack magical bling, but there are no clear guidelines for exactly how much or how gaudy. --CR is supposed to provide a yardstick for a DM to build encounters, but there are no clear guidelines for judging CR. Monster advancement rules are absurd. --Certain very unique character concepts like spellthief, LG paladin, bard, ranger, druid are base classes while other equally unique concepts are not like the evil & CG paladin. --Barbarian illiteracy. So the hippy-tree-hugger who was raised by wolves knows how to read and write, and the street punk pickpocket graduated from the Head Start program, but barbarians are categorically illiterate? What's the deal? --Anyone can pick up Improved Initiative, Blind-Fight and Weapon Focus, but Evasion, Uncanny Dodge and speed boosts are somehow worthy of restriction. --We roll for random abilities and HP, but not for any of the other two dozen PC stats, like starting level. --Small size is more like Small Lite: you get to be cute and furry, but you don't have to suffer the logical drawbacks of being short [like reduced Reach]. You're effectively a Medium character that does a little less damage. --Smaller and larger size categories modify attack rolls and AC exponentially, but all other stats linearly. Categories modify Hide, but not MS or any perception skills. Apparently that giant is easy to spot but his footsteps are just as soft as mine. --Half-orcs are a standard PC race, but orcs aren't. --Alignment and multiclassing restrictions. I don't like game mechanics telling me how to role play my character, or which life path he would or would not take. --The morningstar and mace are the same except one is heavier and more expensive. Out of a thousand weapons scattered throughout a dozen splatbooks, your weapon choice basically comes down to: weapon & shield, two weapons, big weapon or bow. So why do we need a thousand stats for what should be mostly a descriptive decision? --We roll to attack with a sword, but we name a DC to attack with a fireball. --Most of the game follows the simple 1d20 + modifiers pattern, except Turn Undead. And it's not even a better mechanic. Standard attacks require a roll vs. a DC, but special maneuvers require opposed rolls. --It's okay for everyone to have dozens of HP at high levels, because everyone has a 5% chance to die every time they take 50 damage. How exactly does this simulate anything? --Dual wielding is great for a ranger or rogue, but categorically sucks for anyone else. --Some schools of magic are defined by their means, others by their ends. Forcecage is evocation, mage armor is conjuration and shield is abjuration. Inflicts are necromancy, but cures are conjuration. --Power Attack & other options that allow PCs to trade accuracy for damage are required to survive at high levels, but they're [i]optional[/i]. [/QUOTE]
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