D&D General What Is D&D Generally Bad At That You Wish It Was Better At?

Rolemaster 1980.

Man those crit and fumble chart....00 slip on an invisible turtle and decapitate yourself.
Actually, looking just now at my PDF of Arms Law Classic, it's 41-50 on the 2H Weapon fumble chart:

Stumble over an unseen imaginary deceased turtle. You lose 2 rnds of offensive action but can parry.​

I'll check my physical copy of Arms Law later on, just to check that Classic didn't sneak in any changes!
 

log in or register to remove this ad






Actually, looking just now at my PDF of Arms Law Classic, it's 41-50 on the 2H Weapon fumble chart:

Stumble over an unseen imaginary deceased turtle. You lose 2 rnds of offensive action but can parry.​

I'll check my physical copy of Arms Law later on, just to check that Classic didn't sneak in any changes!
It was a while ago, and they had so many charts.....
 


You can't decapitate yourself by default with a fumble in either RM2 or RMSS Arms Law. To get a death result, you'd have to
  • roll a fumble;
  • roll a natural 100 on the fumble table while using a one-handed, mounted, or thrown weapon, which triggers a "D" level critical of varying types
  • roll 86+ on the critical table (this is constant across all three weapon critical types).
Pretty long odds.
 

(5e)
High level.
guidance for DM's on things to do with treasure
rules for player advancement in the world at large not just in thier classes.
Guidance for new DM's on anything.
Guidance specifically in campaign settings say Forgotten Realms as an example of types of consequences for players when messing with the world power players, thieves guilds, rulers, magic academies, gods etc.
Magic Items.
crafting rules
Trying to make magic items useless by giving out special powers to everyone. (if we are all special then no one is special)
Magic in general. So far every fix has made it worse in some other way.
 

Remove ads

Top