What did you never like in 3e?


log in or register to remove this ad

grapple

attacks of opportunity

prestige classes

magic items that increase ability scores.

trying to balance classes and an xp system based on cr, rather than a flat xp award.

ability score buff spells


damage resistance of any kind

magic item creation using xp

scry as a spell and as a skill.

multiple attacks per round for any melee class other than fighter types who get 2 at 10th level.

Can't say i agree with everything you posted joe - but this is my 'hit list' right here. just add the gawd-awful Undead Turning 'I'll take a coffee-break now' rules and you've got my list whole.
 

I think they had separate gp and xp values in 1e.

I want to look it up at home later tonight.
They have two values listed: "Experience Point Value" and "G.P. Sale Value". The latter is generally about 4-5 times the former. Which doesn't mesh with the 1 gp = 1 xp idea very well.

So you can sell them, but not buy them. Though if you could find another group of adventurers just back from a quest, I wonder if you could buy from them?
 

To avoid reiterating things already been said...

1) Soulknife. I love the concept of the soulknife. My god, do I hate how it turned out. Untapped Potential is allowed in all my games.

2) Not enough craftables. I think I have a pdf SOMEWHERE of every alchemy item that Dragon added. Ironically, cRPGs have done this better then the actual game did; I believe the second expansion to NWN2 has added a whole bunch of alchemy made items that improve on previous ones, such as, for example, alchemist's fire or holy water that does an extra die (or two) of damage, though you need a much higher level of skill. Now if only we could see more crafted stuff for more then just alchemy. In a way, this mirrors what someone else said - I disliked that you needed to be a wizard to make items. In a WAY this was patched up a bit with special materials that could alternate for an enchantment if you wanted to be in a low magic setting, but...eh, I dunno if it went far enough; you still had to place these special materials out there.
 


GP value or not, I'm pretty sure that allowing PCs to purchase magic items was heavily discouraged.

OK I looked it up. It has stuff on the sale value (and gives PCs more xp if they sell their magic items), manufacturing items, and lots of discussion of the many ways PCs should have to pay for stuff in magic items, but I couldn't find any explicit discouraging of PCs buying magic items.

There is plenty on how to place magic items in dungeons, with NPCs, advice to not let magic items become monty haulish, etc. but I could not find any discussion encouraging or discouraging having PCs be able to buy any magic items.

Its not something you can't do, its not something that is actively discouraged, it is just not addressed.

The rules for NPCs to make magic items are there and the economics of the process are spelled out, I would expect going to a 1e place like Greyhawk you could find a potion maker or an item crafter willing to make something on commission though.
 


* Skill ranks, combined with class/closs rank skills, synergies, 4x 1st level skill points...
* Combat moves doable, but klunky.

Fortunately, Pathfinder solved (for me) these problems :)

Now, my greatest complain about 3.x is:

* My players calling me on weekdays to tell me about their theories about the campaign and the characters. Their insistence on playing 10+-hour sessions because of their huge love of the game.

(and that's awesome ;))
 

A few random things:

*Magic Item Dependence (I hate having to assume a +x resistance/deflection/etc. bonus for every character)

*Casters have too many options (esp. wizards, who in theory can learn every spell that exists w/ enough time and money)

*Non-Casters have too few options (mostly talking core of course).

*Ability Scores aren't equally useful (Dex vs. Cha, who wins?)

*Defense doesn't progress with level (which leads to magic item dependence)

*Spellcasters don't get fatigued a fatigue-based magic system is my dream for D&D

*Skills made irrelevant by spells (Not just climb/jump/etc., but really almost all of them)

*Easy Resurrection

*Dead Levels (more of a problem than dead characters; see above)

*No Called Shots this would fix a lot of the problems of magic vs. non-magic characters

*Hit Points no loss of function with damage, easy and quick healing even without magic, and a very small range between unconsciousness and death

*Psionics where to begin? way too similar to magic, not balanced, and just the wrong aesthetic (more mystique, less ectoplasm)

*Half-Races they suck

*Too Few Feats

*Too Many Skil Points

*Diseases and Poisons are way too simple and too easy to resist

*Bards would anyone miss them if they were gone?

*Paladins oath is no fun, breaks the whole concept of "prestige class"

*Druids too damn good

*Favored Classes Huh? Races are good at multiclassing out of their favored class?

*Monolithic Weapon Proficiencies Are fighters really able to use that many weapons (replace with weapon groups or something)

*Crafting of all sorts

...

For a player of 3.5 and a non-player of 4e I sure don't have any trouble criticizing 3.5!
 


Remove ads

Top