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Worst...Idea...Ever
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<blockquote data-quote="Celebrim" data-source="post: 2322561" data-attributes="member: 4937"><p>I have a hard time narrowing it down to just a few choices. Here are some of the top given in the order I think of them</p><p></p><p>1) Introduction of Weapon Specialization in 1st - The more distance I get from this rule, the more I think it was the worst thing that ever happened to D&D. Having many feats saved the idea somewhat.</p><p>2) Human weaker than all other races/demi-human level restrictions - The two are linked, and you can't hate one without hating the other.</p><p>3) Only Fighters getting x/attacks per round progression - Combat is so basic to the game that no one class should have ever dominated as completely as the fighter did in 1st/2nd edition</p><p>4) Not Giving Monsters explicit Str, Int, Dex, Con, etc. - This was always really wonky, especially as rules began to proliferate that depended on knowing something's attribute. SSS check on the dire bear anyone? What's a puma's bonus to initiative? This pit trap calls for a dex check to avoid; I wonder what the dex of a chimp is?</p><p>5) Prestige Classes - One of the few big mistakes the 3rd edition designers made.</p><p>6) Changing the simple weapon size rules to be more 'realistic' - One of the few big mistakes the 3.5 editors made.</p><p>7) First edition's version of DR - 'Magic or Nothing' was always a rule that depended on alot of DM metagaming.</p><p>8) Gary G's various meta-gaming when writing the rules for AD&D - This is a catch all category for all the ways that EGG wrote about how the fantastic world worked that were explicitly designed just to beat the character's down rather than make a functional society - from the prices in the price guide to the creation of magic items. It set up one set of rules for the NPC's and another for the PC's. This was never very satisfying and I think it contributed to the odious tendancy for the PC's to see the game as 'Us vs. the DM'. 3rd edition cleaned alot of this out, but you can still see some of the metagaming legacy in things like the price guide.</p><p>9) Save or die poisons - I probably could extend this to include any 'save or die' effect which comes down to a single die throw.</p><p>10) First edition's version of energy drain - On the good side, it made undead truly terrifying. On the bad side, it was a ridiculously gross effect.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 2322561, member: 4937"] I have a hard time narrowing it down to just a few choices. Here are some of the top given in the order I think of them 1) Introduction of Weapon Specialization in 1st - The more distance I get from this rule, the more I think it was the worst thing that ever happened to D&D. Having many feats saved the idea somewhat. 2) Human weaker than all other races/demi-human level restrictions - The two are linked, and you can't hate one without hating the other. 3) Only Fighters getting x/attacks per round progression - Combat is so basic to the game that no one class should have ever dominated as completely as the fighter did in 1st/2nd edition 4) Not Giving Monsters explicit Str, Int, Dex, Con, etc. - This was always really wonky, especially as rules began to proliferate that depended on knowing something's attribute. SSS check on the dire bear anyone? What's a puma's bonus to initiative? This pit trap calls for a dex check to avoid; I wonder what the dex of a chimp is? 5) Prestige Classes - One of the few big mistakes the 3rd edition designers made. 6) Changing the simple weapon size rules to be more 'realistic' - One of the few big mistakes the 3.5 editors made. 7) First edition's version of DR - 'Magic or Nothing' was always a rule that depended on alot of DM metagaming. 8) Gary G's various meta-gaming when writing the rules for AD&D - This is a catch all category for all the ways that EGG wrote about how the fantastic world worked that were explicitly designed just to beat the character's down rather than make a functional society - from the prices in the price guide to the creation of magic items. It set up one set of rules for the NPC's and another for the PC's. This was never very satisfying and I think it contributed to the odious tendancy for the PC's to see the game as 'Us vs. the DM'. 3rd edition cleaned alot of this out, but you can still see some of the metagaming legacy in things like the price guide. 9) Save or die poisons - I probably could extend this to include any 'save or die' effect which comes down to a single die throw. 10) First edition's version of energy drain - On the good side, it made undead truly terrifying. On the bad side, it was a ridiculously gross effect. [/QUOTE]
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