Some of the worst design choices in RPG history

I’ve been talking with some people on the Giant in the Playground Forum for the last week about design choices in RPGs that ended up causing a lot of trouble in the long run. Simply making and adding a bad rule to a game is one thing, that happens all the time, even to the best game designers that are out there. But sometimes there are ideas that turn out to be not simply bad or not working, but have actually been sources of lots of problems for years to come.

Obviously, a lot of it is personal oppinion, especially when it comes to ranking them in order. But I think with these examples here, few people would dispute that they did end up causing a lot of trouble, regardless of whether the original idea was actually terrible or not:

11: Magic solves everything (Dungeons & Dragons, Pathfinder): Ranked very low because it only affects one game and it’s spin-offs, but it’s a pretty big problem in those. the magic system of the 3rd edition of D&D is quite similar to the one in earlier editions, but with several important differences. The time it takes to cast a spell is generally lower, spellcasters have a very easy time in getting out of reach of any enemies (see grid combat), and even when they get hit, they have a good chance to successfully cast their spell anyway. Then you got spells that can instantly kill if the target fails a single saving throw, but in 3rd edition the chance to fail a saving throw is much higher than it was in earlier editions. Oh yes, and generally, spellcasters get a lot more spells they can cast every day. That already makes magic extremely powerful, but perhaps even worse is that there are really no limitations for what a magic spell can do. Given that the game has over 700 prestige classes and 1000 feats (and that’s just the official ones published by WotC), there are most likely thousands of spells out there, and they can do absolutely everything. And sometimes, some genius thinks it would be a great idea to make a spell that does something that normally requires a special ability from another class. Like opening a lock, detecting a trap, and so on. In the older editions of D&D that was less of a problem because spellcasters had really few spells and were expected to go a long time without recharging them. But 3rd edition not only has more spells per day, it also has the option to buy or make scrolls and wands for a pretty cheap price. Do you really want to have “knock” (opens locks) prepared two times each day even though you have so few slots to prepare spells and you might not even get to use them? Probably not, so why not buy a magic wand that allows you to cast knock 50 times, any time you need it. All this combined just completely broke the whole game. Continue reading “Some of the worst design choices in RPG history”