What don't you like about D&D?

D'oh! Alignment! How could I have forgotten? Yeah, not a fan of that either. However, alignment is fairly easily minimized to the point where it contributes very, very little to the game, so I don't worry too much about it.

I do almost always houserule away the alignment restrictions on classes, though.
 

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Crothian said:
I've played and own many many different game. And I always come back to D&D.

Likewise.

There's a body of gamers who seem to think that D&D is a stage to be outgrown. I vehemently disagree with that viewpoints. I feel that some games dismiss many of D&D's strong features (some often labeled "sacred cows" by some here) at their own peril and to actual detriment to game play.
 

Shields and Helmets

I always thought shields get short-changed in D&D's AC system. Helmets, too, although that bothers me less than shields.

Not a huge gripe, by any means, but there it is...
 

Philotomy Jurament said:
I always thought shields get short-changed in D&D's AC system. Helmets, too, although that bothers me less than shields.

Not a huge gripe, by any means, but there it is...

Helmets I always assume to grant the same AC to the head as the rest of the person's armor. Since there are no hit locations or called shots, I don't worry about it much.

Shields are shortchanged, I totally agree. A large shield should grant at least a +4 to AC.

I always ask the same question--what would you rather have catching an axe blow: A heavy wooden shield with a steel boss and rim, or a suit of leather? Mechanically, in D&D 3.5, the two are equal, which is fairly ludicrous.
 

Probably the number one thing I don't like about D&D is the way spells are handled.

Arcana Unearthed has a much better way of handling classic D&D magic: everyone is a spontaneous caster, and spells and spells slots can be manipulated (I can combine lower level spell slots to cast a higher level spell. I can break apart higher levels spell slots to cast more lower level spells. I can blow two spell slots when casting a spell to do something else with that spell, such as make it permanent or affect the damage or create an additional effect of some kind, plus more). There is no divine/arcane divide, and some of the 'game breaking' spells are either gone, changed, or much harder to get. (Ressurection, for example, has to be cast seven times over seven days on a corpse).

I think some of those ideas need to go further. There's simply no need for the sheer number of spells we have now. Having people 'build' spells on the fly is probably not the answer: it takes too long and you can also kiss any hope of game balance goodbye.

I like the way arcane powers are done in Blue Rose/True20 a lot better, but that's probably going a bit too far as well. I'd like some means of having a vastly smaller number of spells, then using feats, skill rolls, or some other mechanic to manipulate a base spell to do something else. Or similarly, spells that scale as you level. Cast Fireball as a third level spell, and you get n dice of damage. Cast it as a fifth level spell and you get more range, or a better radius, or something. Or use spell templates on it that change it's energy type, or make it subdual damage instead, or.. whatever. That way we'd need a much smaller number of spells (under thirty would be my guess) and never have a need for something like Spell Compendium.
 

J-Dawg said:
And what (if anything) do you do to address it?
oh totally forgot my other beef with D&D.

lack of support. no one makes products for use in D&D. EVERY single product has to be modified to work with each individual campaign.

i personally have to convert everything i buy to OD&D(1974) mechanics/rules.

so to address this lack of support. i fillout consumer cards, takes surveys, chat on message boards/bulletin boards/newsgroups/chat groups/discussion lists, and write to magazines. i tell everyone who will listen about what i think should be done for the game.

diaglo "i campaign for D&D" Ooi
 


I loves me The D&D, but the only issue that's ever really, really, really got me to gripe in the end is that players sometimes bring supecargortankers full of baggage to the game with the same corny jokes about such-and-such rule, "I cast Magic Missile at the darkness," BSG rehash time instead of gaming, etc. More than the time spent putting together an NPC in 3.5, this just kills it for me each and every time.
 

I do not like all the various methods of determining what target numbers you need to achieve.

Some things start at 10, others 15, others 20. Some add your level and ability modifiers, some 1/2 your level, some just the spell level.

I would like just one small table of set static DC's, those only being.

Easy 5
Average 10
Hard 15
Difficult 20
Impossible 25

Everything else is opposed rolls.
 


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