So, the other days I was involved in a seance, and whose spirit should
appear but Gary Gygax. He told me that --through the power of his
being dead-- he would grant anyone on Usenet the ability to
retroactively change one rule in D&D that they didn't like, with the
aim of making the game better. Isn't that neat?
Of course, none of that really happened. But let's pretend that it
did. What's the one thing you would change about D&D --from whatever edition-- that you think was bad for the game.
Preferably it should be
a rule that hasn't since been already binned (like, say, the specific weapons-vs-specific armor type bonuses/penalties from 1E) but,
whatever. If that's the one rule you _really_ want dead, go for it.
Ghostly Gygax says its okay. ;-)
* Thing 1: Pretty much all those feats introduced in 3E. You know the
type: your character does some action that gives them a bonus to their
rolls. I want them gone. All of them.
* Thing 2: Goodbye, short rests.
On 12/1/2025 3:03 PM, Spalls Hurgenson wrote:
So, the other days I was involved in a seance, and whose spirit should
appear but Gary Gygax. He told me that --through the power of his
being dead-- he would grant anyone on Usenet the ability to
retroactively change one rule in D&D that they didn't like, with the
aim of making the game better. Isn't that neat?
Of course, none of that really happened. But let's pretend that it
did. What's the one thing you would change about D&D --from whatever
edition-- that you think was bad for the game.
First rule I even got rid of, the different female ability score limits.
Let's both alienate women from the game and make it impossible to play
an Amazon.
Preferably it should be
a rule that hasn't since been already binned (like, say, the specific
weapons-vs-specific armor type bonuses/penalties from 1E) but,
whatever. If that's the one rule you _really_ want dead, go for it.
Ghostly Gygax says its okay. ;-)
Oh, well that one's long been binned as it didn't appear in any versions
of D&D except 1e.
* Thing 1: Pretty much all those feats introduced in 3E. You know the
type: your character does some action that gives them a bonus to their
rolls. I want them gone. All of them.
5e and 2024 (5.5e? People seem to be calling it 2024 though) made both
that and multiclassing optional. You still get ability score increase,
as feats are optional replacements for those.
Of course when I tried to not allow them I got player rebellion. So yes
I'd love to get rid of them.
If you can do more than one I can too:
2. Ability scores. Just bake the bonuses into the classes & archetypes.
Avoids so much unbalance between characters, still nowhere near builds
in that. (did this in my OSR)
3. Alignments. (also did this in my OSR, though I stole it from BFR)
* Thing 2: Goodbye, short rests.
At least people are less resistant to changing those, using the 'gritty' >rests. Unfortunately I really don't like the 'gritty' option either.
And as mentioned getting rid of them greatly impacts some of the classes >balance. Especially Warlocks (not that I care there) and Fighters
(that's a base class, which is already under-powered in 5e)
On Wed, 3 Dec 2025 07:52:34 -0800, Justisaur <justisaur@yahoo.com>
wrote:
On 12/1/2025 3:03 PM, Spalls Hurgenson wrote:
So, the other days I was involved in a seance, and whose spirit should
appear but Gary Gygax. He told me that --through the power of his
being dead-- he would grant anyone on Usenet the ability to
retroactively change one rule in D&D that they didn't like, with the
aim of making the game better. Isn't that neat?
Of course, none of that really happened. But let's pretend that it
did. What's the one thing you would change about D&D --from whatever
edition-- that you think was bad for the game.
First rule I even got rid of, the different female ability score limits.
Let's both alienate women from the game and make it impossible to play
an Amazon.
Preferably it should be
a rule that hasn't since been already binned (like, say, the specific
weapons-vs-specific armor type bonuses/penalties from 1E) but,
whatever. If that's the one rule you _really_ want dead, go for it.
Ghostly Gygax says its okay. ;-)
Oh, well that one's long been binned as it didn't appear in any versions
of D&D except 1e.
I can't remember if we ever used that rule in our campaigns. Then
again, it was rare for anybody to PLAY a female character (even the
few women who actually played the game had a higher tendency towards
playing male characters. But maybe that was just in the groups I
played with).
* Thing 1: Pretty much all those feats introduced in 3E. You know the
type: your character does some action that gives them a bonus to their
rolls. I want them gone. All of them.
5e and 2024 (5.5e? People seem to be calling it 2024 though) made both
that and multiclassing optional. You still get ability score increase,
as feats are optional replacements for those.
Yeah, 5E greatly reduced the power of Feats, although they're still
there. Largely because, up to that point, the mechanic had resulted in
a lot of min-maxing roll-playing that was (to many) contrary to the
spirit of the game.
Of course when I tried to not allow them I got player rebellion. So yes
I'd love to get rid of them.
Yeah, I'm largely speaking as a DM when I talk about my distaste for
feats. After all, prior to those rules, it was up to the DM to
determine if a character could perform certain actions, and what the
bonuses or penalties for those actions were. They weren't defined and inarguable abilities; they were granted at the whim of the referee. So there's definitely a bit of "you took away my power!" in my complaint.
;-)
But I do think that Feats did make the game feel a lot more
mechanical, and put too much focus on the rules and dice-rolls rather
than forcing players to work their way through problems. It made the
game /easier/, and given the choice, most people gravitate to the
option that requires less effort on their part.
2. Ability scores. Just bake the bonuses into the classes & archetypes.
Avoids so much unbalance between characters, still nowhere near builds
in that. (did this in my OSR)
I mean, sure, that's an option... but I think once you go that route
you've basically changed a huge part of what makes the game D&D.
3. Alignments. (also did this in my OSR, though I stole it from BFR)
I'm not totally against alignments and --in general-- we still use
them in our campaigns. But we're a lot more fluid with them than was originally intended. Mostly, alignments matter only to those
associated with greater powers (clerics, paladins, and to some degree
rangers and wizards), whilst fighters and thieves get more of a pass
on the subject. The alignments are more of a guide on how your
character is supposed to act, and how NPCs react to you. Going out of alignment usually doesn't get you much penalty. Then again, staying in alignment doesn't net you any real benefit either.
The exceptions are, of course, characters like clerics, who have to
act in a manner consistent with their beliefs. Act out of alignment
all you want, but don't expect your relationship with your Power to
remain the same.
On 12/3/2025 9:45 AM, Spalls Hurgenson wrote:
The exceptions are, of course, characters like clerics, who have to
act in a manner consistent with their beliefs. Act out of alignment
all you want, but don't expect your relationship with your Power to
remain the same.
Clerics have their tenants, no need for alignment. I actually saw less >issue with behavior after removing it, in the all of one low level
campaign I ran.
It's useful shorthand for monster and NPC behavior, but that's about it.
So, the other days I was involved in a seance, and whose spirit should
appear but Gary Gygax. He told me that --through the power of his being dead-- he would grant anyone on Usenet the ability to retroactively
change one rule in D&D that they didn't like, with the aim of making the
game better. Isn't that neat?
Of course, none of that really happened. But let's pretend that it did. What's the one thing you would change about D&D --from whatever
edition-- that you think was bad for the game. Preferably it should be a
rule that hasn't since been already binned (like, say, the specific weapons-vs-specific armor type bonuses/penalties from 1E) but, whatever.
If that's the one rule you _really_ want dead, go for it. Ghostly Gygax
says its okay. ;-)
* * * *
Me, I'm gonna pick two rules. Partly because I'm the person starting
this thread, so I can do shit like that, but mostly because my first
pick doesn't really count anyway; it's just too broad. So even as I say
it, I'm already disqualifying my first choice. That's just the way I
roll. :-)
* * * *
* Thing 1: Pretty much all those feats introduced in 3E. You know the
type: your character does some action that gives them a bonus to their
rolls. I want them gone. All of them.
[The 'All of them' bit is why I disqualify this choice.]
Not the character's ability to do the actions themselves, of course. Nor
the bonuses or penalties that apply. But I'd stop them from being standardized rules or special abilities that can be earned or included
in a character's build.
Partly because they make the game unnecessarily complex. Partly because
a lot of the feats are just standard actions (like Cleave or Deceitful). Partly because I don't think that a standardized rule fits all
situations, and saying "do this and you instantly get this bonus" takes
away a lot of the game's spur-of-the-moment roleplaying. But mostly
because it makes all the characters into fucking super-heroes with two
many on-tap powers that the players assume will always work. Plus, if
you know that you can always call on a +2 bonus for sleight of hand
checks because you have the Deft Hands feat, you're just not going to
put as much work into convincing the DM that your act of swapping out
the idol will work. The game becomes too much about dice rolls, and not
about thinking and role-playing. So pretty much all feats must go.
But like I said... that's really too broad, so let's forget that change. (Anyway, it still gave me a chance to rant about the problem :-).
Instead, here's a more narrowly targeted rule:
* * * *
* Thing 2: Goodbye, short rests.I find these a bit odd because they're not in original Dungeons & Dragons
Because, look; I get it. The way the original D&D worked with wounds and spells was sort of stupid. Your characters take a few hits and they'd
have to camp out for days just to get back to fighting strength. But
short rests are just as bad.
The old way made D&D much more tactical. When you rested for long
periods, you had to worry about logistics, like food, water and shelter.
You had to worry about random encounters. You had wonder what the enemy
was doing while you gave them an opportunity to regroup. You rested when
you had to; because the fighters were too beaten, or the wizards had
cast their last spell, or the thief notices that the next room looks particularly bad with regards to traps. You'd need to decide if you'd
camp in place, look for some nearby shelter, or back out of the dungeon entire. It made you THINK about the situation.
With short rests, you just kick back for an hour and get back most of
your HP and some of your abilities. There's no real risk. Even long
rests are pretty bad, but short rests entirely change the tenor of the
game. It makes the PCs just too overpowered. So that's the rule I'd get
rid of.
Those are my picks; what are yours? Gary Gygax's ghost gave you greatAllowing evil alignment: I ran a game a player insisted on it, which was a mess. He went against the party's ideals did and would've got them a bad reputation if I hadn't just had a divinity intervene, because he was a character from another world anyway.
power. Don't waste this opportunity. What one rule would you change
about D&D?
Of course, none of that really happened. But let's pretend that it
did. What's the one thing you would change about D&D --from whatever >edition-- that you think was bad for the game. Preferably it should be
a rule that hasn't since been already binned (like, say, the specific >weapons-vs-specific armor type bonuses/penalties from 1E) but,
whatever. If that's the one rule you _really_ want dead, go for it.
Ghostly Gygax says its okay. ;-)
On Mon, 01 Dec 2025 18:03:09 -0500, Spalls Hurgenson ><spallshurgenson@gmail.com> wrote:
Of course, none of that really happened. But let's pretend that itAnnoyances. Opportunity Attack/Attack of Opportunity. Gone. >```````````````````````````````````````````````````````````
did. What's the one thing you would change about D&D --from whatever >>edition-- that you think was bad for the game. Preferably it should be
a rule that hasn't since been already binned (like, say, the specific >>weapons-vs-specific armor type bonuses/penalties from 1E) but,
whatever. If that's the one rule you _really_ want dead, go for it.
Ghostly Gygax says its okay. ;-)
Who thought this up? Hey, let's make the movement phase of the game slow, >pensive, and complicated. FFS, can we please just play? It adds less than >nothing to the game. Just let me walk away from somebody already without >determinining which squares are "threatened."
Broader tactical remediation. The 6 second round. Gone.
Back to 1-minute rounds in 10 6-second segments.
Why? Mostly, because casting times then mean something again. It takes 18 >seconds to cast a Fireball (3 segments). A Flame Strike? 8 segments.
You're at it for almost a minute. PWK is feared again because it is
*fast*. Initiative means something again because spellcasters can
actually be interrupted and have to *choose* if they're going for big
mojo or a quick attack. No more dumping out Flame Strike round after
round like it's candy. You do it once and then everyone knows who to pile >onto. You ain't casting that again if anyone has anything to say about
it.
On Sat, 20 Dec 2025 15:58:15 -0600, Zaghadka <zaghadka@hotmail.com>
wrote:
On Mon, 01 Dec 2025 18:03:09 -0500, Spalls Hurgenson
<spallshurgenson@gmail.com> wrote:
Of course, none of that really happened. But let's pretend that itAnnoyances. Opportunity Attack/Attack of Opportunity. Gone.
did. What's the one thing you would change about D&D --from whatever
edition-- that you think was bad for the game. Preferably it should be
a rule that hasn't since been already binned (like, say, the specific
weapons-vs-specific armor type bonuses/penalties from 1E) but,
whatever. If that's the one rule you _really_ want dead, go for it.
Ghostly Gygax says its okay. ;-)
```````````````````````````````````````````````````````````
Who thought this up? Hey, let's make the movement phase of the game slow,
pensive, and complicated. FFS, can we please just play? It adds less than
nothing to the game. Just let me walk away from somebody already without
determinining which squares are "threatened."
I'm not totally opposed to attacks-of-opportunity, but I agree that
modern editions have made it more complicated than necessary. It can
add some tactical thinking to the game, but at the same time it also
tends to force players (and monsters) into static lines where
everybody just stays in one place and whales on the others until the
hitpoint value drops to zero.
Broader tactical remediation. The 6 second round. Gone.
Back to 1-minute rounds in 10 6-second segments.
Why? Mostly, because casting times then mean something again. It takes 18
seconds to cast a Fireball (3 segments). A Flame Strike? 8 segments.
You're at it for almost a minute. PWK is feared again because it is
*fast*. Initiative means something again because spellcasters can
actually be interrupted and have to *choose* if they're going for big
mojo or a quick attack. No more dumping out Flame Strike round after
round like it's candy. You do it once and then everyone knows who to pile
onto. You ain't casting that again if anyone has anything to say about
it.
A one minute round always felt way too long for what was actually
going on, but six seconds was too short. We compromised at 20 seconds,
with 2-second segments. Initiative determined which segment your
attack started; you added weapon/casting speed to that value (or
subtracted any speed bonuses) to get your actually initiative value.
It gave us the benefit of tactical planning without making battles
take an overly-long period of (in-game) time.
(We originally used 10-second rounds, but decided that was still too
short for the amount of activity going on. Twenty seconds seemed a well-balanced medium... and it corresponded well to the d20 ;)
On 12/21/2025 9:18 AM, Spalls Hurgenson wrote:
I don't remember what Holmes uses, which is what I started with.
Probably 10 seconds as that's what the other basics use. Which seems
about right. 6 too short, and 60 to long.
I went with 1 minute anyway as I always liked that best. Lots of time
to do what you want. Attack, drink a potion, etc. Movement is
ridiculously slow, but far enough that movement is always less than max
in a dungeon. I mainly went with it as it's more 'natural language' 1 >minute instead of/equal to a round.
Alignments are the big no-no. Yes, they made a tiny bit of sense in >Chainmail, and there is a marginal bit of sense in having it as a three >alignment system in OD&D. But everything that came after it was just
trying to make the best of a bad job.
In effect it's better to just drop them altogether. I mean, how many
other games even have alignment in their rules?
(uhm... RIFTS and the other games in that sphere I think)
On 12/20/2025 10:58 PM, Zaghadka wrote:
That's my list.
Race-as-Class is a stupid idea. And yes, it is flavorful in some parts,
but I think it was never worth the hassle of having to justify why
dwarves or elves couldn't be something else
Level limits > Alignments
| Sysop: | Amessyroom |
|---|---|
| Location: | Fayetteville, NC |
| Users: | 54 |
| Nodes: | 6 (0 / 6) |
| Uptime: | 02:45:51 |
| Calls: | 743 |
| Files: | 1,218 |
| Messages: | 188,036 |