What changes to 3.5 are needed to make it better than 3.5 or 4.0?

Najo

First Post
I am curious to try an experiment, and see what our community overall wants from their FRPG experience. This thread is intended to speak about specific subsystems in 3.5 needing overhauled to make it run the best it can.

In the poll (which is multiple choice) choose everything you feel in 3.5 needing improvement.

In the thread, discuss changes you would make and how you would do them.
 

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Better then 4E?!? That's highly subjective and I prefer not to use that term (since it gives the impression that Paizo is trying to outdo Wizards, which they're not). I prefer to think of how can we make 3.5 better in general.

First, download the Pathfinder Beta (here), give it a read and a playtest (or twenty) and Join the discussion here
 
Last edited:

First, download the Pathfinder Beta (here), give it a read and a playtest (or twenty) and Join the discussion here

As far as I am concerned that's not productive to this thread, since Pathfinder did not go through the process the OP has outlined, has never shown any inclination to go through this process, cannot go through this process anyway (for compatibility reasons), and is certainly too far into development to go through this process at this stage of the game.

In short, with respect to this thread, your suggestion is only slightly more useful than, "Have you checked out Savage Worlds?"
 

As far as I am concerned that's not productive to this thread, since Pathfinder did not go through the process the OP has outlined, has never shown any inclination to go through this process, cannot go through this process anyway (for compatibility reasons), and is certainly too far into development to go through this process at this stage of the game.

In short, with respect to this thread, your suggestion is only slightly more useful than, "Have you checked out Savage Worlds?"

YMMV, Agree to disagree. (bows out of thread)
 


Heh... I wanted to chime in and say that Wulf Ratbane has a list on it... Apparantly, I was both to slow and not correct- Wulf just knows where the list is. ;)

I took the liberty of copying & pasting the list into the spoiler text below, in case people are to lazy to follow the link. :) The original list was maintained by loseth according to the answers in that thread.
[sblock]
List said:
--Wizards having nothing to do when they've cast all their spells appropriate to the situation
--People having trouble remembering 1-2-1 (YMMV)
--Statting up NPCs, including skill points too fiddly for DMs statting up monsters/NPS (but not PCs--most players seem to like the customization)
--Grappling
--Turning
--Calculating XP from CR
--AoOs too confusing/too many instances to remember
--Too many iterative attacks, contributing (along with SR, miss chance, crit confirmation, etc.) to too much die-rolling
--Players' turns taking too long to resolve due to multiple die-rolls often being required
--CoDzilla (though only if deliberately and expertly exploited)
--Infinite summoning (A summons B summons C summons...)
--Fighters not keeping up as the party level increases
--Scry-Buff-Teleport-Fly combo repeated ad nauseum, and campaign-breaking spells/magic in general (for some this includes resurrection et al)
--Identify
--XP for crafting
--buffing etc., especially remembering which buffs/effects/modifiers are affecting whom and for how long
--useless skills (use rope, craft [baskets], etc. YMMV)
--familiars and animal companions often crappy but time-consuming if used in combat
--save or die
--suckitude of multi-class spellcasters
--HP can vary too much due to fact that they are rolled (YMMV)
--Spell prep takes too long; spell-list resource management too cumbersome
--Necessity and ubiquity of munchkin magic items (Belt of Strength +3 etc.); inclusion of lots of magic items in the CR math
--DR as a primary focus of most combats past a certain level (golf-bag syndrome)
[/sblock]
 


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