Nyaricus
First Post
We are currently in the third-and-a-half incarnation of the D&D game (well, except for Diaglo, but he's special
) and the question is: what are some of the worse rules in 3.5e? Were there ever better versions of these rules? Why are these rules so bad? What could be done to fix them?
1). I think my #1 pet peeve in 3.5e is how unarmed strikes and natural attacsk are two different things, and how it is so silly how some things stack and some don't and so on and so forth. I think that this needs to be revised moreso than any other element in 3.5e. It's silly that a monk may or may not benefit from Improved Natural Attack, depending on one's reading of the feat. Honestly, we just need to swipe the table clean and redo this awkward section of D&D.
2). I'd also like to put forward grappling. I have a player in my group who's playing a earth genasi pugilist (an acultural alt monk/fighter hybrid class) who likes to grapple, and nothing causes combat to slow down and books to be opened to reference rules than that. I hate it; it's over complicated when it really doesn't need to be, and the sequence of how it plays out is unclear both in layout and options presented. A closer attention to detail and clarity needs to be brought to this subject in order for grapple to be viable.
So, what are, in your opinion, some of the worst ruels for D&D?
cheers,
--N

1). I think my #1 pet peeve in 3.5e is how unarmed strikes and natural attacsk are two different things, and how it is so silly how some things stack and some don't and so on and so forth. I think that this needs to be revised moreso than any other element in 3.5e. It's silly that a monk may or may not benefit from Improved Natural Attack, depending on one's reading of the feat. Honestly, we just need to swipe the table clean and redo this awkward section of D&D.
2). I'd also like to put forward grappling. I have a player in my group who's playing a earth genasi pugilist (an acultural alt monk/fighter hybrid class) who likes to grapple, and nothing causes combat to slow down and books to be opened to reference rules than that. I hate it; it's over complicated when it really doesn't need to be, and the sequence of how it plays out is unclear both in layout and options presented. A closer attention to detail and clarity needs to be brought to this subject in order for grapple to be viable.
So, what are, in your opinion, some of the worst ruels for D&D?
cheers,
--N