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What rules don't work?
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<blockquote data-quote="Lanefan" data-source="post: 3162636" data-attributes="member: 29398"><p>Annoying rules:</p><p></p><p>Grapple: on the few occasions it's come up, we just wing it completely (and rather simplistically).</p><p></p><p>Spells: damage caps are annoying. A fireball from a 20th-level wizard *should* hurt. A lot. Other than that, lots of minor annoyances, easily (though time-consumingly) houseruled.</p><p></p><p>Multiclassing: far too easy to "dip". I'd rather see a rule something like "no class may be less than half the level of your highest-level class"; where someone picks up a class later only the new class could advance till it caught up. Oh, and no more than two classes per character, ever.</p><p></p><p>Prestige classes: instead of having them as separate classes, make them add-ons to a base class...a branch, if you like. This'd be more flexible, I think, in the long run.</p><p></p><p>Spells again: do away with pre-memorization; make all casters work more like Sorcerors do now (and then do away with Sorceror as a class as it becomes redundant).</p><p></p><p>Skills: should never be useable as a substitute for role-playing; Bluff, Diplomacy, etc. need to be re-written in such a way as to hammer this point home. Some other skills can be combined (Spot-Listen = Perception, for example).</p><p></p><p>Simplify where possible: too many variables on something as simple as to-hit and damage make combat take far longer than it should.</p><p></p><p>General tone: one pre-designed character sheet I saw the other night didn't get to character description (height, weight, hair colour, etc.) until page 4! To me, this just emphasizes that imagination and personality have taken too much of a back seat to hard numbers...</p><p></p><p>There's more, but this'll do for now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3162636, member: 29398"] Annoying rules: Grapple: on the few occasions it's come up, we just wing it completely (and rather simplistically). Spells: damage caps are annoying. A fireball from a 20th-level wizard *should* hurt. A lot. Other than that, lots of minor annoyances, easily (though time-consumingly) houseruled. Multiclassing: far too easy to "dip". I'd rather see a rule something like "no class may be less than half the level of your highest-level class"; where someone picks up a class later only the new class could advance till it caught up. Oh, and no more than two classes per character, ever. Prestige classes: instead of having them as separate classes, make them add-ons to a base class...a branch, if you like. This'd be more flexible, I think, in the long run. Spells again: do away with pre-memorization; make all casters work more like Sorcerors do now (and then do away with Sorceror as a class as it becomes redundant). Skills: should never be useable as a substitute for role-playing; Bluff, Diplomacy, etc. need to be re-written in such a way as to hammer this point home. Some other skills can be combined (Spot-Listen = Perception, for example). Simplify where possible: too many variables on something as simple as to-hit and damage make combat take far longer than it should. General tone: one pre-designed character sheet I saw the other night didn't get to character description (height, weight, hair colour, etc.) until page 4! To me, this just emphasizes that imagination and personality have taken too much of a back seat to hard numbers... There's more, but this'll do for now. :) Lanefan [/QUOTE]
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