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<blockquote data-quote="Steverooo" data-source="post: 2225997" data-attributes="member: 9410"><p>The "Spotting Invisible Opponents" rules suck, and also make no sense... You get a Spot check, at a whopping penalty, and if you Spot it, then you know that something's out there, but not where? Huh? How do you know?</p><p></p><p>If something invisible moves along, and you see it kick a rock, or stomp something flat(ter), then you should know right where it is. If you fail the Spot check, then you're unaware of where it is.</p><p></p><p>===</p><p></p><p>The Trap rules are also terrible, especially as applied to deadfalls, pits, snares, and other Survival traps. One week/point of CR (and the cost) are just too much. Several snares can be set in an hour, including the more complicated ones involving triggers. In my campaigns, anyone with 1+ Rank(s) of Survival can set a snare as a DC:10 Wilderness Lore/Survival check. They can also use their Hide skill to hide it, and the Spot DC is equal to their Hide roll. This works well enough for us. The ridiculousness of the Trapping rules is especially easy to see when you consider covering a pre-existing pit trap...</p><p></p><p>===</p><p></p><p><em>Pass Without Trace</em> and the Druid's Traceless Passage are messed up since 3e, as well. It USED to be that casting this spell (or using this ability) made the area passed through magical, for the spell's duration. Now, there is simply no way to track the caster (Druid). I prefer the older method...</p><p></p><p>===</p><p></p><p>The new Nature Sense also doesn't work, for me. +2 to Knowledge (Nature) & Survival? This replaces the abilities to identify any species of plant, and to judge the purity of water? The ability no longer does what it once did, nor what it should.</p><p></p><p>===</p><p></p><p>The Ranger's Favored Enemy skills need some work, too. FE: Dragons, for instance, implies Knowledge (Arcana), but this is not a Ranger ability. Either all of the Knowledge skills have to be added (!), or (better yet), Rangers get to use their FE bonus and apply it to any Knowledge skill, including ones they don't have, when using it to gain info on their FEs. So, a Ranger with FE: Outsiders (Evil) +10 can apply that bonus to Knowledge (Planes) when gaining information about Demons, Devils, etc., and his +2 to Knowledge (Arcana) when trying to see if he knows anything about Dragons. If he had FE: Constructs +2, but no Knowledge (Architecture & Engineering, or whatever), he could still make a "skilled" attempt, with the +2 FE bonus.</p><p></p><p>This makes a lot more sense than: </p><p></p><p>"I am Feoran, enemy of the Platinum Dragon!"</p><p></p><p>"Oh really? Great! Glad to have you aboard! So, what can you tell us about her weaknesses?"</p><p></p><p>"Uhm... Nothing! I don't have any Knowledge (Arcana)!"</p><p></p><p>===</p><p></p><p>Another pesky thing, to me, is the obvious inequity between the combat rules for PCs and creatures... The Troll moves up, claws, does damage. The unarmed PC strikes back, provokes an attack of opportunity... Even an unarmed Zombie gets an "armed" Slam attack!</p><p></p><p>The Troll gets Claw/Claw/Bite at -0/-0/-5. The PC, if he gets three attacks, is at -0/-5/-10.</p><p></p><p>Why can't PCs and monsters use the same rules? Unarmed attacks provoke no AoO, and they get two fists at -0/-0, with a kick or head-butt at -5? If they want to use a weapon, then they can, and make the other attacks at -5. I can't see the need for the two combat systems.</p><p></p><p>Plus, the "critters" get Feats like "Pounce", "Multi-attack", and "Slam" that PCs can't have! 'Ey, Mom! Eez no fair!</p></blockquote><p></p>
[QUOTE="Steverooo, post: 2225997, member: 9410"] The "Spotting Invisible Opponents" rules suck, and also make no sense... You get a Spot check, at a whopping penalty, and if you Spot it, then you know that something's out there, but not where? Huh? How do you know? If something invisible moves along, and you see it kick a rock, or stomp something flat(ter), then you should know right where it is. If you fail the Spot check, then you're unaware of where it is. === The Trap rules are also terrible, especially as applied to deadfalls, pits, snares, and other Survival traps. One week/point of CR (and the cost) are just too much. Several snares can be set in an hour, including the more complicated ones involving triggers. In my campaigns, anyone with 1+ Rank(s) of Survival can set a snare as a DC:10 Wilderness Lore/Survival check. They can also use their Hide skill to hide it, and the Spot DC is equal to their Hide roll. This works well enough for us. The ridiculousness of the Trapping rules is especially easy to see when you consider covering a pre-existing pit trap... === [I]Pass Without Trace[/I] and the Druid's Traceless Passage are messed up since 3e, as well. It USED to be that casting this spell (or using this ability) made the area passed through magical, for the spell's duration. Now, there is simply no way to track the caster (Druid). I prefer the older method... === The new Nature Sense also doesn't work, for me. +2 to Knowledge (Nature) & Survival? This replaces the abilities to identify any species of plant, and to judge the purity of water? The ability no longer does what it once did, nor what it should. === The Ranger's Favored Enemy skills need some work, too. FE: Dragons, for instance, implies Knowledge (Arcana), but this is not a Ranger ability. Either all of the Knowledge skills have to be added (!), or (better yet), Rangers get to use their FE bonus and apply it to any Knowledge skill, including ones they don't have, when using it to gain info on their FEs. So, a Ranger with FE: Outsiders (Evil) +10 can apply that bonus to Knowledge (Planes) when gaining information about Demons, Devils, etc., and his +2 to Knowledge (Arcana) when trying to see if he knows anything about Dragons. If he had FE: Constructs +2, but no Knowledge (Architecture & Engineering, or whatever), he could still make a "skilled" attempt, with the +2 FE bonus. This makes a lot more sense than: "I am Feoran, enemy of the Platinum Dragon!" "Oh really? Great! Glad to have you aboard! So, what can you tell us about her weaknesses?" "Uhm... Nothing! I don't have any Knowledge (Arcana)!" === Another pesky thing, to me, is the obvious inequity between the combat rules for PCs and creatures... The Troll moves up, claws, does damage. The unarmed PC strikes back, provokes an attack of opportunity... Even an unarmed Zombie gets an "armed" Slam attack! The Troll gets Claw/Claw/Bite at -0/-0/-5. The PC, if he gets three attacks, is at -0/-5/-10. Why can't PCs and monsters use the same rules? Unarmed attacks provoke no AoO, and they get two fists at -0/-0, with a kick or head-butt at -5? If they want to use a weapon, then they can, and make the other attacks at -5. I can't see the need for the two combat systems. Plus, the "critters" get Feats like "Pounce", "Multi-attack", and "Slam" that PCs can't have! 'Ey, Mom! Eez no fair! [/QUOTE]
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