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Worse Rules that game designers have made?
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<blockquote data-quote="wingsandsword" data-source="post: 3255572" data-attributes="member: 14159"><p>Turn Undead and Grappling: Every time these come up, the rulebooks come out so everyone can look up what the heck the rules are.</p><p></p><p>Swallow Whole: Nonsensical, especially assuming that "muscular action" seals every breach of every character that escapes.</p><p></p><p>Paladin/Monk Multiclassing issue: Just dump it if it has no balance issue, really. Why have it in the core as supposedly player wanted flavor, if both of the supported settings put right in the main book workarounds. FR has loads of orders for Paladins and Monks that let them multiclass, while Eberron made it a feat.</p><p></p><p>Favored Classes: They don't make much sense, why is elf Wizard in instead of Ranger or Druid for example? Favored classes are like the Paladin/Monk multiclass restriction, just a hobble that is a legacy of older D&D.</p></blockquote><p></p>
[QUOTE="wingsandsword, post: 3255572, member: 14159"] Turn Undead and Grappling: Every time these come up, the rulebooks come out so everyone can look up what the heck the rules are. Swallow Whole: Nonsensical, especially assuming that "muscular action" seals every breach of every character that escapes. Paladin/Monk Multiclassing issue: Just dump it if it has no balance issue, really. Why have it in the core as supposedly player wanted flavor, if both of the supported settings put right in the main book workarounds. FR has loads of orders for Paladins and Monks that let them multiclass, while Eberron made it a feat. Favored Classes: They don't make much sense, why is elf Wizard in instead of Ranger or Druid for example? Favored classes are like the Paladin/Monk multiclass restriction, just a hobble that is a legacy of older D&D. [/QUOTE]
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