Paul_Klein said:
First of all, no rules system will EVER be perfect. Still, 3.5e could be more to my tastes... Now note that this thread is about "What are your beefs", not "Let's argue about'em", so I will simply offer MY opinions, and not post to the thread to defend them against attacks... (So don't bother, eh? Just IMHO, food for thought, etc.)
1) Non-Archetypeal Archetypes - It often seems to me that the classes don't fit the archetypes that they're supposed to represent very well... In every case, this is a rules issue. It relates to several of the below... (Of course, this is subjective. Maybe the classes fit your archetypes, better.) I would prefer to see archetypes be... well, archetypal!
2) Many classes don't really seem to have a "Role", or "Job" - The Ranger seems to be the greatest example of role confusion. (In that case, however, it is often a disagreement about WHAT his role should be!) 3.5e is working on this... (but they also seem to keep redefining the roles)!
3) Characters don't have the skills/abilities needed to do their jobs (as *I* see them, anyway!) - A Fighter, *I* would think, would be the best Bodyguard, yet (due to not having Profession as a Class Skill), he can't take Profession (Bodyguard) and earn pay as one, for some odd reason... The supposedly-woodswise Ranger will always be falling out of trees (should he try to use them for cover) due to low Ranks in Cross-Class Balance (same for crossing ice - DC:15), and can't earn a living as a Guide, Hunter, etc. (even though that's "supposed" to be his role) unless he takes ranks in those Professions. While I realize that Professions are basically added for Commoners, Experts, etc., I would like to see Fighters get the ability to hire out as Bodyguards, FOR FREE, at first level, and Siege Artillerists at some higher level, or AT LEAST see their skill points go up, and add these options to the list!
4) PCs are treated as unknowledgable - This always irks me, in a game... *I* am not an adventurer, yet I constantly run into things that *I* can do that my PCs can't (regardless of the skill I choose)... and in some cases, there is no rule for doing it in the game! Please, please, please, GMs, don't treat my characters as know-nothing idiots! If they've lived in this world for 120 years, you'd think they could handle the daily challenges! (To tie a firm knot is DC:15 Rope Use? MOST PCs can't make that, even if they take 10! Without a Rank of Rope Use skill, only Elves & Halflings with a 20 Dex even have a CHANCE, at first level)! Generally, how important is tying a knot to your game, anyway? Having a PC die because no one in the entire party can properly tie the rope to the grapnel is fun for nobody but Killer DMs.
5) Magic trumps skills - Not too bad if you're a Wizard, I guess, but it stinks if you're a Barbarian, Fighter, Ranger, or Rogue. Need a good jumper? Don't go to the Rogue with Jump maxed out and a 20 Str... Find a first level Wizard with the
Jump spell! I would like to see a limit to magic of 3 Ranks +1 Rank/Level, the same as a Maxed-out Class Skill.
6) Prestige classes trump regular ones - Why aren't the regular classes as powerful as the Prestige classes, so that you have to trade one thing to get something else?
7) Inept beginners - Most DCs are 15+... First level PCs with their skills maxed have 4 Ranks, and probably +2 for stats, and barely succeed more often than they fail with their PRIMARY skills! With skills in which they've taken no Ranks, they fail about three times as often as they succeed! In my experience, it takes to level 10+ for a PC to become what I consider "competent", yet they are called a "Fighter" (or whatever) at level one... Don't call my PC a "Hero" when most eighth grade boy scouts can beat them in a contest - at pretty much ANYTHING non-magical!
8) Drains - The whole concept of Energy Level & Ability Drains just doesn't sit well with me... You
earn a level, then run into an undead, and lose it, again... YMMV, but, again, this is irksome, to me. (At least there's
Restoration...) This, I would just as soon see removed from the game.
9) Spellcraft vs. Knowledge (Arcana) - Why do both of these skills exist? Knowledge of spells, and how to craft them, is the epitomy of Arcana, seems to me... With 3e->3.5e's removal of skills, I am surprised that this (and Rope Use) survived!
10) Y'Call that better? - Some "fixes" shouldn't have been fixed! While I argued that Wizards should be able to identify what a potion is, I think REMOVING that ability from the Alchemy skill was a mistake. An alchemist (or spellcaster who misses their Spellcraft - or Knowledge (Arcana) - roll) should be able to analyze the potion, as well.
11) Ability DOWNgrades! - Since 1e, a Thief/Rogue has been able to hide by dressing appropriately (dark clothing, lampblack, etc). Now, he needs cover or concealment to hide... and it's not always THERE. The much-maligned Rangers' Camouflage & Hide in Plain Sight abilities used to be part of Hide, for anyone who had it. Breaking them out of the skill makes Hide much, much less useful. I greatly prefer the old way!
12) Prestige classes aren't - Prestigous, that is... I prefer the 1e version... Any Fighter (including Paladins and Rangers) who did great deeds for the country could be inducted into the Knights of the Hart (they gained no abilities, IIRC, but the honor and title were prestigious)! I would like to see Prestige Classes be something GMs could bestow upon PCs WITHOUT requiring a level from them... YMMV.
13) Adaptability & Customization - Too little of it. I don't like the way that Multiclassing is run, and would like to see a method where PCs can get new abilities WITHOUT leaving their class(es).
14) Multiclass for life! - I would prefer to see the above implemented, and once a PC becomes a Fighter/Wizard/Rogue, they continue taking levels in them, forever. Together, the two would allow customization to get (say) a Trapwise Ranger, without multiclassing Rogue for one level.
15) Deity-related powers! - Why would a Paladin or Cleric of Tulkas, the Wrestler, be at all like a Paladin or Cleric of Arda, Queen of the Stars? Each should have a base of abilities common to all, but each should have their own powers, relating to who/what they worship... Remember, a Druid is "just" a special, Nature-oriented version of the Cleric!
16) Invisibility - In 1e, you took a -4 to attack an invisible opponent... In 3.5e, you need Spot DC:20 to know he's out there (somewhere!), and DC:40+ to know where he is... Then attack, then roll miss chance (then re-roll, with Blind-fight, which doesn't help you find where he is, in the first place), then roll, again, for a threatened critical...

All this, for a second or third level spell? Without Skill Focus & Alertness, we're talking a roll of 20 by a typical PC (+2 Wis) of 15th level (if Spot's a Class Skill), or 30th (otherwise). Boy! That 2nd level spell is pretty powerful, eh?
17) Low-level magic does the otherwise impossible, and with ease! - Yes, yes, yes, there is
See Invisible, IF you have it, and it's low level, too (IF you can cast spells... of the right type). See #5, again! I would really prefer to go back to the old "Invisibility gives your opponents a -4 to hit you, and Blind-fight halves all penalties due to darkness/blidness/etc." It was simple, easy, and (IMHO) better. The current version of Invisibility is just too powerful.
18) Pseudo-Feats - I have always hated these... Please get rid of them, all together! If a Ranger wants Improved Precise Shot, or a Monk Deflect Arrows, then give them bonus Feats, and let them meet the requirements, or just give'm the Feats straight up, like Track & Endurance. Don't be half-way about it. If it works, it works in any armor, if the Feat normally does (Obviously, this doesn't apply to the Monk's Non-Feat AC Bonus, nor the Barbarian's Non-Feat Movement rate increase, nor...
19) "Skill-Boosters" that shouldn't be - Cloak and Boots of Elvenkind shouldn't be skill-booster items, at all. (See my thread on the "Rules" board for the arguements why, if you care.) Now, what price is the function of the item worth, is the question?
20) Power-Up - I would like to see ALL the PC Classes get a general power-up, increase skill points all around, add racial background skill (a 120+ year old Elf or Dwarf has fewer skills than a 15 year old Human? What've they been DOING all those years!? I'm working on an article, for the answer to this one!) I would like to see a NEW ability granted to EVERY Class at EVERY level, much as the current Monk/Druid, now... No more "empty levels"!
21) Savings Throws - Remove the +2 at first level. No class gets more than +1/level. Then, standardize the saves for all classes... Everybody gets a "Good", "Average", and "Bad" save. These advance like BAB. Classes like Druid/Monk with three good saves have to pay a higher cost.
22) More generalized feats - You want one extra attack/round, always? You need Two-Weapon Fighting, Point-Blank Shot (why?), and Rapid Shot... You want to not suffer Attacks of Opportunity when attacking unarmed? Well, let's see... You need Improved Unarmed Strike, Improved Bull Rush, Improved Overrun, Improved Grapple, Improved Trip, Power Attack (why?), Improved Sunder, Combat Expertise (why?), and Improved Disarm (Shew! I THINK that's all!) Of course, you'll get some "extra" abilities, besides avoiding AoO, as well, but you may not have wanted those... I'd like to see some more generalized Feats like: Extra Attack - you get one extra attack, with any weapon you're using, at your highest BAB. or: Unarmed Attacker - When attacking unarmed, you never provoke attacks of opportunity. Etc.
23) How does this affect CRs? - CRs given are for PCs with their equipment. What if they're shipwrecked, and lose it? How does that affect their CRs? You can't generally fight naked what you can take when well-equipped!
I'm sure there are about a thousand other things I could argue (Why can very experienced Monks speak with anything, while Druids hafta cast a spell to talk to animals? If it doesn't ruin the game for the monk, why the Druid?), but I'll stop here...
Next!