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D&D 3E/3.5 Worst 3.5 rule from core books?


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You forget spells when you cast them. Never really made sense to me.
I think of memorization of spells more like imbuing the power within yourself. Casting the spell disperses the power. It fits in nicely with the concept of Reserved Feats, and makes highly intelligent wizards seem less forgetful & stupid.
 

You forget spells when you cast them. Never really made sense to me.
That hasn't been the official fluff since about 2nd edition, give or take. The 3.X fluff is that the Wizard mostly casts his spells during preparation, and stops them in an almost-complete state - a spot in the ritual where he can leave it hanging, minus the last few words and gestures, and finish it later. The majority of his casting is done in that hour of preparation after rest.
 

Overrun: Even the biggest critters can only overrun one person at a time and the errata for Overrun makes overrunning suck even worse. And speaking of that errata...

charging: Way too much can negate charging. Allies always block your charge and even one square of speed reducing terrain does it too. Now there are too many ways to get Uberdamage on a charge, but those should be what gets nerfed, not charging itself!

The other rule that currently annoys me is as discussed on this forum -- that Quick Draw appears to allow flask-chuckers to get full BAB with multiple shots (the description says as much). However, it technically doesn't work because there is a move-action cost to retrieve an item. I thought Quick Draw was designed to remove the retrieval cost, but it turns out draw & retrieval are two different things. It's a nuance that adds realism but is mighty annoying to me.
I'm grateful for it. Flask weapons are supposed to have a 100% chance of breaking on impact. To me that says they should be handled at least somewhat carefully, retrieved as a move action, not firmly grasped and yanked as one does to a weapon being quickdrawn.
 
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Special Size Modifiers: Special size modifiers for various special attacks gave serious disadvantages to small races, make them so miserable in melee combat. And making bigger creatures too advantageous when DM give them appropriate feats (say, Mountain Giant tripping).

Mounted charge rule: If you play strictly by RAW. A medium sized character with lance (reach 2) cannot make charge on horse and make lance attacks. Because, by RAW, that is the mount, not the rider, who charges. And the movement of the charge ends at the square from which the horse can attack (adjacent to the target). And from that point the lance wielder cannot attack that opponent.
 

Mounted charge rule: If you play strictly by RAW. A medium sized character with lance (reach 2) cannot make charge on horse and make lance attacks. Because, by RAW, that is the mount, not the rider, who charges. And the movement of the charge ends at the square from which the horse can attack (adjacent to the target). And from that point the lance wielder cannot attack that opponent.
Well, the rider could Ready a lance attack. But yeah, by super-strict RAW, the rider suffers the AC penalty for charging but doesn't get the bonus on his attack roll. :P
 


Well, the rider could Ready a lance attack. But yeah, by super-strict RAW, the rider suffers the AC penalty for charging but doesn't get the bonus on his attack roll. :P

Not only is it impossible by super-strict RAW due to reach, but also timing. You could ready I guess, but otherwise, there is no way to act simultaneously in initiative by RAW. Even if you delay to the same init as your mount, it has to be one acts, then the other.

Of course, I ignore this both for mounts and for animal companions and familiars.
 

For "slowing the games down" entry, I say components/focus rules for spells are one of the worst remnant from AD&D. Every so often, you must search for PHB pages if a certain spell needed a certain type of component (say, to see if it can be cast while both hands are full, in an area of silence, when grappling, etc.).

And, in some power-gaming type play groups, destroying component pouch could be the default first move when figting against spellcasters.

Game-balance wise, those rules were interesting in some cases (say, when making a workable armored-mage build). But basically, to complex for most players and DMs to memorize.
 

And, in some power-gaming type play groups, destroying component pouch could be the default first move when figting against spellcasters.

Considering that each pouch costs just 5gp, I can't imagine any wizard not carrying at least 10-20 of them as backup.;)
 

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