Celebrim
Legend
As a DM...
1) Any ability that involves an absolute effect. Improved Grab is a case in point, but I'm also not a fan of Immunity to Fire and similar effects. The problem with them is that they tend to create situations where specific effects are uncounterable except by specific other effects. This makes balance hard.
2) Save or Instant death effects. These are just really hard to balance. You don't dare bring them into play until the PC's are virtually immune anyway, because then they are no fun. The other usage of these effects is to put them somewhere behind a lot of hints not to go this way, but then you have problems of players thinking you are using reverse pyschology, or simply being naturally curious and wanting to 'see what would happen'.
3) Teleport at will: This has always been a problimatic power on a conceptual level. For creatures that have it, you wonder why they bother with combat at all.
4) Summoning/Shapechange: Just because they slow the game down so much.
As a player...
1) Ability Damage: Just because its so hard to track all the changes.
2) Level Drain: Again, just because its so hard to track all the changes.
3) Permanent Maiming: There isn't much that does this in any edition but there are a few things, and anything that effects your character sheet which cannot be recovered (or cannot be recovered by less than a wish) is just like permenent character death without the clean grieving.
4) Incorporeal: This is just such a huge advantage for the monster its scary.
1) Any ability that involves an absolute effect. Improved Grab is a case in point, but I'm also not a fan of Immunity to Fire and similar effects. The problem with them is that they tend to create situations where specific effects are uncounterable except by specific other effects. This makes balance hard.
2) Save or Instant death effects. These are just really hard to balance. You don't dare bring them into play until the PC's are virtually immune anyway, because then they are no fun. The other usage of these effects is to put them somewhere behind a lot of hints not to go this way, but then you have problems of players thinking you are using reverse pyschology, or simply being naturally curious and wanting to 'see what would happen'.
3) Teleport at will: This has always been a problimatic power on a conceptual level. For creatures that have it, you wonder why they bother with combat at all.
4) Summoning/Shapechange: Just because they slow the game down so much.
As a player...
1) Ability Damage: Just because its so hard to track all the changes.
2) Level Drain: Again, just because its so hard to track all the changes.
3) Permanent Maiming: There isn't much that does this in any edition but there are a few things, and anything that effects your character sheet which cannot be recovered (or cannot be recovered by less than a wish) is just like permenent character death without the clean grieving.
4) Incorporeal: This is just such a huge advantage for the monster its scary.