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<blockquote data-quote="Greg K" data-source="post: 3261130" data-attributes="member: 5038"><p>1. placing cultural aspects (e.g., weapon familiarity, skill bonuses, bonuses vs a specific race/monster) into the races. </p><p></p><p>2. giving absolute immunity to poisons, disease, etc. to races/and or classes; Unless, a race absolutely doesn't need to sleep, breathe, is a construct, undead, comprised of a particular element etc., give them a strong save bonus. This was one of the few changes in my pre- 3e questionaire that did not get implemented (well, at least Sean Reynolds, finally came around to the idea in his Fewer Absolutes web articles.)</p><p></p><p>3. Rage, sneak attack (or precise strike/sudden strike), turn undead, etc. as class abilities. a) Rage can fit characters from a variety of backgrounds not just those of a particular breed of wilderness warriors; b)Sneak attack/Precise Strike is something that anyone with proper training (e.g., fighters should be able to do) and c) In vampire movies we see individuals, who are not priests, turn vampires by the strength of their faith. </p><p></p><p>4. Turn undead mechanics</p><p></p><p>5. The current diplomacy rules </p><p></p><p>6. Dividing weapons into Simple, martial, and exotic weapons. Weapon groups have been around since the 2e Complete Fighter's Handbook and, imo, much better.</p><p></p><p>7. The grappling rules</p><p></p><p>8. Spells that automatically succeed at tasks which the rogue or another class spends skill points upon.</p><p></p><p>9. Detect Evil for reasons stated. We limited it to detect Evil outsiders and undead as well as evil divine casters and people, places and things under the effects of spells with an evil descriptor.</p><p></p><p>10. spells that have different affects based upon hit die of a creature. Why not base the effects on how much someone failed the save? Creatures with higher HD or level have better base save bonuses.</p><p></p><p>11. Charging experience to create items or cast certain spells.</p><p></p><p>12. The multiclass rules. I dislike how easy it can be done-even with the optional rules in the DMG. Furthermore, how individuals can get +2 save bonuses from multiclassing (so this is also an issue with the good save progression as well)</p><p></p><p>13. Making clerics and druids more powerful so that people would want to play them. Here is a thought balance them and individuals that want to play them will and those that do not will not. </p><p></p><p>14. The UA based class defense rules. Instead of designing the rules to work with armor, the designer gave us a system designed for not wearing armor. </p><p></p><p>15. UA Wound/Vitality. Cool idea, but not fleshed out enough for handling high damage spells. When asked why it was not fleshed out more, one designer (who will remain nameless) said, "We left it for others to flesh out" . My response to said designer, "Then, what are we paying you for?"</p><p></p><p>16. UA injury system. Just a horrible implementation.</p><p></p><p>17. Monk and Paladin restriction on multiclassing</p><p></p><p>18. Spiked Chains, Mercurial swords, urgosh's etc.</p></blockquote><p></p>
[QUOTE="Greg K, post: 3261130, member: 5038"] 1. placing cultural aspects (e.g., weapon familiarity, skill bonuses, bonuses vs a specific race/monster) into the races. 2. giving absolute immunity to poisons, disease, etc. to races/and or classes; Unless, a race absolutely doesn't need to sleep, breathe, is a construct, undead, comprised of a particular element etc., give them a strong save bonus. This was one of the few changes in my pre- 3e questionaire that did not get implemented (well, at least Sean Reynolds, finally came around to the idea in his Fewer Absolutes web articles.) 3. Rage, sneak attack (or precise strike/sudden strike), turn undead, etc. as class abilities. a) Rage can fit characters from a variety of backgrounds not just those of a particular breed of wilderness warriors; b)Sneak attack/Precise Strike is something that anyone with proper training (e.g., fighters should be able to do) and c) In vampire movies we see individuals, who are not priests, turn vampires by the strength of their faith. 4. Turn undead mechanics 5. The current diplomacy rules 6. Dividing weapons into Simple, martial, and exotic weapons. Weapon groups have been around since the 2e Complete Fighter's Handbook and, imo, much better. 7. The grappling rules 8. Spells that automatically succeed at tasks which the rogue or another class spends skill points upon. 9. Detect Evil for reasons stated. We limited it to detect Evil outsiders and undead as well as evil divine casters and people, places and things under the effects of spells with an evil descriptor. 10. spells that have different affects based upon hit die of a creature. Why not base the effects on how much someone failed the save? Creatures with higher HD or level have better base save bonuses. 11. Charging experience to create items or cast certain spells. 12. The multiclass rules. I dislike how easy it can be done-even with the optional rules in the DMG. Furthermore, how individuals can get +2 save bonuses from multiclassing (so this is also an issue with the good save progression as well) 13. Making clerics and druids more powerful so that people would want to play them. Here is a thought balance them and individuals that want to play them will and those that do not will not. 14. The UA based class defense rules. Instead of designing the rules to work with armor, the designer gave us a system designed for not wearing armor. 15. UA Wound/Vitality. Cool idea, but not fleshed out enough for handling high damage spells. When asked why it was not fleshed out more, one designer (who will remain nameless) said, "We left it for others to flesh out" . My response to said designer, "Then, what are we paying you for?" 16. UA injury system. Just a horrible implementation. 17. Monk and Paladin restriction on multiclassing 18. Spiked Chains, Mercurial swords, urgosh's etc. [/QUOTE]
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