Lanefan
Victoria Rules
Makingundead immune to crits and sneak attacks etc. was IMO a poor choice, and not even backed up by the fiction.But then as always the game lived loved loved having just entire adventures dedicated to undead, so I spent a lot of time working on my setting during combat instead of engaging because all I was there fore was flanking buddy.
Well, that's a different (and IMO open) question: should a character's mechanical concept be front and center every moment that character is in play, or not?Aaaand we're back to design where a player can play their character's concept all the time instead of just special times the game decides to deign allowing it.
For me, "not" is good enough. As long as the mechanical concept can be or become relevant when it matters, that's all I need.
For example, if my character is a backstrike-y Thief/Assassin type, I'd like to think I'll get a target now and then and be able to show off my stuff. That said, if the current adventure happens to be a talky-talk diplomacy mission where violence is clearly not the answer then as player I just have to accept that when it comes to mechanics maybe this time I'm playing the wrong man for the job, and find other ways to contribute instead.