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What is, by consensus opinion, obviously broken?
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<blockquote data-quote="Dausuul" data-source="post: 5086011" data-attributes="member: 58197"><p>Man, I hope not. Skill challenges strike me as a very "rough-draft" project; D&D's first attempt to create a cohesive structure for noncombat encounters. I applaud the project's goals and I think it worked out reasonably well for a first try, but there are a lot of problems with the system as it stands.</p><p></p><p>Anyway, to the OP's question, and trying to focus on things I have seen generally criticized in the community rather than things I personally dislike...</p><p></p><ul> <li data-xf-list-type="ul">Too many fiddly bits to keep track of in combat. Each individual fiddly bit is easier to track than the fiddly bits in 3E, but there are so many more of them that it's a wash at best.</li> <li data-xf-list-type="ul">The magic item rules are clunky, magic items themselves are bland, and nobody likes magic item dailies.</li> <li data-xf-list-type="ul">Rituals are a good idea but implementation is... lacking something. This is a widespread sentiment and I agree with it without being able to put my finger on quite what. Others have cited casting times and component costs, and there are cases where the casting time should probably be scaled down some, but I don't think that's the real problem. Rituals just don't have... pizzazz.</li> <li data-xf-list-type="ul">Combat can easily degenerate into a grindfest.</li> <li data-xf-list-type="ul">Minions are overcosted - XP value too high for the threat they present. <em>(Interesting tidbit here; I crunched the numbers and found that minions' listed stats are appropriate to their XP value according to the core math. The problem is all the powers and abilities that toss out tiny amounts of damage as an afterthought; damage that would be insignificant to a normal monster but is enough to "pop" a minion.)</em></li> <li data-xf-list-type="ul">Multiclassing is crap. <em>(I suspect it will be replaced lock, stock, and barrel with the hybrid system, which works much better.)</em></li> <li data-xf-list-type="ul">V-shaped classes considered harmful.</li> <li data-xf-list-type="ul">Inconsistent application of bonus types. If a power provides a bonus, it should be a power bonus, always. If an item provides a bonus, it should be an item bonus. If a feat provides a bonus, it should be a feat bonus. You should never have to go digging to find out if a given bonus is stackable or not. Of course, if there weren't so <em>many </em>fiddly little bonuses, this would be less of an issue...</li> <li data-xf-list-type="ul">Either Expertise is brokenly overpowered at high levels, or high-level characters without it are weaksauce. The community is divided on which is the case (I originally believed the latter, but am starting to reconsider as my PCs advance through Paragon), but either way it's a problem.</li> <li data-xf-list-type="ul">DDI lacks support for house rules and homebrew stuff.</li> <li data-xf-list-type="ul">The tiefling's tail needs to be hacked off, made scaly, and stuck on the dragonborn.</li> </ul></blockquote><p></p>
[QUOTE="Dausuul, post: 5086011, member: 58197"] Man, I hope not. Skill challenges strike me as a very "rough-draft" project; D&D's first attempt to create a cohesive structure for noncombat encounters. I applaud the project's goals and I think it worked out reasonably well for a first try, but there are a lot of problems with the system as it stands. Anyway, to the OP's question, and trying to focus on things I have seen generally criticized in the community rather than things I personally dislike... [LIST] [*]Too many fiddly bits to keep track of in combat. Each individual fiddly bit is easier to track than the fiddly bits in 3E, but there are so many more of them that it's a wash at best. [*]The magic item rules are clunky, magic items themselves are bland, and nobody likes magic item dailies. [*]Rituals are a good idea but implementation is... lacking something. This is a widespread sentiment and I agree with it without being able to put my finger on quite what. Others have cited casting times and component costs, and there are cases where the casting time should probably be scaled down some, but I don't think that's the real problem. Rituals just don't have... pizzazz. [*]Combat can easily degenerate into a grindfest. [*]Minions are overcosted - XP value too high for the threat they present. [I](Interesting tidbit here; I crunched the numbers and found that minions' listed stats are appropriate to their XP value according to the core math. The problem is all the powers and abilities that toss out tiny amounts of damage as an afterthought; damage that would be insignificant to a normal monster but is enough to "pop" a minion.)[/I] [*]Multiclassing is crap. [I](I suspect it will be replaced lock, stock, and barrel with the hybrid system, which works much better.)[/I] [*]V-shaped classes considered harmful. [*]Inconsistent application of bonus types. If a power provides a bonus, it should be a power bonus, always. If an item provides a bonus, it should be an item bonus. If a feat provides a bonus, it should be a feat bonus. You should never have to go digging to find out if a given bonus is stackable or not. Of course, if there weren't so [I]many [/I]fiddly little bonuses, this would be less of an issue... [*]Either Expertise is brokenly overpowered at high levels, or high-level characters without it are weaksauce. The community is divided on which is the case (I originally believed the latter, but am starting to reconsider as my PCs advance through Paragon), but either way it's a problem. [*]DDI lacks support for house rules and homebrew stuff. [*]The tiefling's tail needs to be hacked off, made scaly, and stuck on the dragonborn. [/LIST] [/QUOTE]
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