3.5 things I don’t like

Like any long time player, there are things about DnD that I do not like. Usually it ends up being the basis for a house rule,or gets ignored completely from game. Most of my issues stem from a thematic issue, and while it functions well enough as a rule, it doesn’t feel “right” in its published state. listed below are my top list of pet peeves.

1)The Alignment System. Just ugh. I’d do away with it completely if I didn’t have to turn playing a Paladin into some sort of hybrid. In my games, I tend to treat Alignments more complicated than absolute. Good people can do evil things for a good reason, evil people are sometimes responsible for a lot of good, and if it comes right down to it, can’t most people be described as chaotic neutral if we look at them quickly enough? In most settings, Good and Evil aren’t just descriptors, they are values with an immediate effect. The Cleric who can’t heal and the Paladin who can’t always spot him are sort of dead giveaways to corruption in a religion. And while I’m sure there is definate appeal to good vs evil in fantasy, the complicated characters that have to ask “what is good?” tend to be more satisfying for me.

2)Golems. Quick name the differences between a Stone Golem, Salt Golem, Rock Golem, or Sand Golem? Aside from providing people with Knowledge(Arcane) something to do ,this shit is out of control. Golems are the page wasters of any Monster Manual. You will use each variant probably once (tops) then return to whichever pet Golem you like to irritate your players with (I like Clay Golems). I’d rather see the Golem as a Templated Magic Item where materials determined things like Hit Points, and Damage Reduction and not special attacks and mostly random goofy stuff (slowspell gas!).

3) Familiars. Most of the things that bug me with Familiars are when they are treated like a class feature people would miss. For roughly 75% of my spellcaster players, it’s essentially a dead level when they get one, and start asking what sort of other perks they can trade for it. Device Familiars arent much better either.I’ve alternated with stuff like allowing them to provide some sort of ritual magic affect, to nonspellcaster abilitiy benefits and nothing makes them more attractive to players,or less ignored.

What longstanding quirk in your games drives you nuts?

One thought on “3.5 things I don’t like”

  1. I also don’t like a 100hp character fighting at full effectiveness all the way down to 1hp, and then dropping unconscious and potentially dying, but enough people have developed variant wound systems to address that.

Leave a Reply

Your email address will not be published. Required fields are marked *