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Those Quirks, Those Quirks
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4807557" data-attributes="member: 35909"><p>I thought quirks would be...not this.</p><p></p><p>For example, a quirk of the 3E rules system to me would be the difference between wearing and carrying armor.</p><p></p><p>If you're wearing full plate, custom-designed for your body shape and measurements, you suffer an armor check penalty to movement skills and cannot tumble (unless a dwarf).</p><p></p><p>If you're carrying a suit of full plate (layed flat and stacked up, let's say) in your arms,, assuming you have a decent str score ot keep it as a light load, you suffer no acp and can tumble as much as you want.</p><p></p><p>As to what to do about it, I don't care enough to do something about the acp issue. It can remain a quirk. I don't think I'd allow a PC to roll around on the ground carrying all that metal, though. It's just...too stupid to allow.</p><p></p><p></p><p>Most of what you list are features or not actual problems.</p><p>-There is a wealth by level table, and CR system is decent enough for advancing monsters. What's challenging will vary based on the party, anyway.</p><p>-Don't mind some obscure things being prestige and others being base classes. And you could always expand a prestige class into a base class. Assassin is popular for doing that.</p><p>-Barb illiteracy is more about cultures that don't keep much or any written language and pass things down orally. And it is very easy to get rid of -- 2 skill points or multiclass. I think Illumian Barbs don't suffer that penalty, iirc.</p><p>-Evasion, UD, and speed boosts are better than Weapon Focus, etc... There's a ring of Evasion, many items, feats, and classes for speed boosts, and...uncanny dodge is just REALLY nice.</p><p>-A lot of groups use the optional rules for fixed hp and point buy. And why would you want more randomness that affects the entire lifetime of a PC? Starting level?!</p><p>-Small has many other problems compared to being medium, and it's very hard to make a viable small warrior type. They may still have reach, but they also pay the same for armor, weapons, and items. Small also affects carrying cpaacity, mods on many combat maneuvers (bull rush, grapple, trip...), can sometimes be the difference between whether you can be Snatched or eaten, how strong winds affect you... And the fact that you'll seldom find small weapons in dungeon treasure blows chunks.</p><p>-What do you mean? The attack/AC mods remain fairly linear until you get really far from medium: +/- 0/1/2/4... Few things will be more than 3 sizes different than medium.</p><p>-Orcs are right in the MM if you want. And so what? The base game assumes orcs don't typically get along in normal society. Same reason Drow, Goblins, and Gnolls are in the MM.</p><p>-Alignment's been around from previous editions. If you don't like it, get rid of it. I like it, myself, so no change. Multiclass restrictions are to prevent abusing the otherwise completely open multiclassing system. And to me, if you do get a level disparity between classes, aside from favored, it sort of makes sense that you've lost focus and gain xp slower. In any case, if you know how to build a character right, this should never be a problem. Sometimes, it's not even so bad. I never got him to high enough level, but i had a Goliath Martial Rogue / Barbarian. After 8 levels in each, I planned to jump into Warblade to prove multiclass xp penalties weren't so bad -- more wealth vs. levle means more relative power, and if in a fixed party, the extra xp from being lower level will eventually offset the penalty. That character was partly devoted to proving commonly held beliefs about what's good and bad (build-wise) to be wrong. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And he became my most broken character!</p><p>-Morningstar is actually strictly better than a mace -- two damage types. There are a thousand different weapons because they never just made a points sytem to design your own. But there are a lot of features besides damage and crit range. My group makes up weapons as we like, and STILL find things the multitude of printed weapons haven't covered. We also make up our own stuff. For example, one ability that can be applied mostly to spear and polearms lets you switch grips to alternate between reach and non-reach as a swift action (because the feat that allows it is too weak to be a feat <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ). Another is wide-sweeping, +2 attack on whirlwind attacks, cleave attacks, and the IH maneuvers that are similar (Scything Blade, Mithral Tornado, and Adamantine Hurricane, iirc). Weapons with that property are very good for clearing a cluttered battlefield at early levels. Coming up with more and more weapon properties makes choosing a weapon more fun.</p><p>-Fireball isnt a weapon-like spell, it spreads out over the entire area. It's only an attack in 4E, and in regards to ending spells like Sanctuary and Invisibilty (and even then, I think it'd be more appropriately called an "aggressive action").</p><p>-Turn Undead is weird. But it lets my evil Cleric control undead to make a smal larmy, so it stays! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And why would bull rush, grapple, etc... be against a DC? It makes sense for them to be opposed. I guess AC would make sense as an opposed roll, and there's a variant for that, rolling a d20 instead of "taking 10 on your AC roll," as they call the normal situation. But that'd mean A LOT more dice-rolling, which many wouldn't like in their games.</p><p>-It simulates a single, traumatic injury, shocking the system. That sad, I don't really like DfMD, and don't think it's hould be enforced at high levels, or ever, maybe. Because it's not fun, more than the realism thing.</p><p>-So what? Why should dual wielding be such a great idea for most people? And if you used a second weapon to rack up special abilities like defending (+x AC), it might be totally worth it to take a -2 when you full attack, just to cash in on those benefits. And lots of other classes can do well with TWF, if they take the right feats and maybe prestige classes.</p><p>-So what? [Force] is a subschool that transcends any one school of magic. And yeah, I never liked the heal/harm divide. My groups have long thought it should all fall under Necromancy.</p><p>-Many melee builds are viable without Power Attack. Only two-handers really should even bother taking it, since +1 attack is worth more than +1 damage. And if the 2H warrior is using something like a spiked chain, he might not even want PA, if he's relying on tripping and other combat tricks rather than sheer damage. I've built many S&B, TWF, and 2HF w/o PA, and they've survived quite well.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4807557, member: 35909"] I thought quirks would be...not this. For example, a quirk of the 3E rules system to me would be the difference between wearing and carrying armor. If you're wearing full plate, custom-designed for your body shape and measurements, you suffer an armor check penalty to movement skills and cannot tumble (unless a dwarf). If you're carrying a suit of full plate (layed flat and stacked up, let's say) in your arms,, assuming you have a decent str score ot keep it as a light load, you suffer no acp and can tumble as much as you want. As to what to do about it, I don't care enough to do something about the acp issue. It can remain a quirk. I don't think I'd allow a PC to roll around on the ground carrying all that metal, though. It's just...too stupid to allow. Most of what you list are features or not actual problems. -There is a wealth by level table, and CR system is decent enough for advancing monsters. What's challenging will vary based on the party, anyway. -Don't mind some obscure things being prestige and others being base classes. And you could always expand a prestige class into a base class. Assassin is popular for doing that. -Barb illiteracy is more about cultures that don't keep much or any written language and pass things down orally. And it is very easy to get rid of -- 2 skill points or multiclass. I think Illumian Barbs don't suffer that penalty, iirc. -Evasion, UD, and speed boosts are better than Weapon Focus, etc... There's a ring of Evasion, many items, feats, and classes for speed boosts, and...uncanny dodge is just REALLY nice. -A lot of groups use the optional rules for fixed hp and point buy. And why would you want more randomness that affects the entire lifetime of a PC? Starting level?! -Small has many other problems compared to being medium, and it's very hard to make a viable small warrior type. They may still have reach, but they also pay the same for armor, weapons, and items. Small also affects carrying cpaacity, mods on many combat maneuvers (bull rush, grapple, trip...), can sometimes be the difference between whether you can be Snatched or eaten, how strong winds affect you... And the fact that you'll seldom find small weapons in dungeon treasure blows chunks. -What do you mean? The attack/AC mods remain fairly linear until you get really far from medium: +/- 0/1/2/4... Few things will be more than 3 sizes different than medium. -Orcs are right in the MM if you want. And so what? The base game assumes orcs don't typically get along in normal society. Same reason Drow, Goblins, and Gnolls are in the MM. -Alignment's been around from previous editions. If you don't like it, get rid of it. I like it, myself, so no change. Multiclass restrictions are to prevent abusing the otherwise completely open multiclassing system. And to me, if you do get a level disparity between classes, aside from favored, it sort of makes sense that you've lost focus and gain xp slower. In any case, if you know how to build a character right, this should never be a problem. Sometimes, it's not even so bad. I never got him to high enough level, but i had a Goliath Martial Rogue / Barbarian. After 8 levels in each, I planned to jump into Warblade to prove multiclass xp penalties weren't so bad -- more wealth vs. levle means more relative power, and if in a fixed party, the extra xp from being lower level will eventually offset the penalty. That character was partly devoted to proving commonly held beliefs about what's good and bad (build-wise) to be wrong. :) And he became my most broken character! -Morningstar is actually strictly better than a mace -- two damage types. There are a thousand different weapons because they never just made a points sytem to design your own. But there are a lot of features besides damage and crit range. My group makes up weapons as we like, and STILL find things the multitude of printed weapons haven't covered. We also make up our own stuff. For example, one ability that can be applied mostly to spear and polearms lets you switch grips to alternate between reach and non-reach as a swift action (because the feat that allows it is too weak to be a feat :) ). Another is wide-sweeping, +2 attack on whirlwind attacks, cleave attacks, and the IH maneuvers that are similar (Scything Blade, Mithral Tornado, and Adamantine Hurricane, iirc). Weapons with that property are very good for clearing a cluttered battlefield at early levels. Coming up with more and more weapon properties makes choosing a weapon more fun. -Fireball isnt a weapon-like spell, it spreads out over the entire area. It's only an attack in 4E, and in regards to ending spells like Sanctuary and Invisibilty (and even then, I think it'd be more appropriately called an "aggressive action"). -Turn Undead is weird. But it lets my evil Cleric control undead to make a smal larmy, so it stays! :) And why would bull rush, grapple, etc... be against a DC? It makes sense for them to be opposed. I guess AC would make sense as an opposed roll, and there's a variant for that, rolling a d20 instead of "taking 10 on your AC roll," as they call the normal situation. But that'd mean A LOT more dice-rolling, which many wouldn't like in their games. -It simulates a single, traumatic injury, shocking the system. That sad, I don't really like DfMD, and don't think it's hould be enforced at high levels, or ever, maybe. Because it's not fun, more than the realism thing. -So what? Why should dual wielding be such a great idea for most people? And if you used a second weapon to rack up special abilities like defending (+x AC), it might be totally worth it to take a -2 when you full attack, just to cash in on those benefits. And lots of other classes can do well with TWF, if they take the right feats and maybe prestige classes. -So what? [Force] is a subschool that transcends any one school of magic. And yeah, I never liked the heal/harm divide. My groups have long thought it should all fall under Necromancy. -Many melee builds are viable without Power Attack. Only two-handers really should even bother taking it, since +1 attack is worth more than +1 damage. And if the 2H warrior is using something like a spiked chain, he might not even want PA, if he's relying on tripping and other combat tricks rather than sheer damage. I've built many S&B, TWF, and 2HF w/o PA, and they've survived quite well. [/QUOTE]
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