hogarth wrote:The irony is that Monte is using this column to say, in essence, "Hey, remember all of those improvements I and my fellow designers introduced when we made 3E? They're terrible!" And he's wrong!
Leaving aside magic (which has always had a dysfunctional relationship in D&D since day 1), almost every rules change they made in 3E was well thought out and an improvement on games of that era. The reason that people argue with 3E D&D rules is not because they're bad; on the contrary, it's because they're worth arguing about, rather than just saying "they're stupid, we don't use them".
I wouldn't go that far. There were a lot of great changes which Monte is considering revoking, like the turn/action structure (probably one of the best changes 3E made overall).
3E also made a lot of bad changes too. Most of them involved being overly tedious. It wasn't so much that they were bad ideas overall, but they were bad ideas for a tabletop game.
NPCs using the same system as PCs comes to mind first. Nice concept, but in a game with magic items and daily abilities, it just doesn't work and it ends up giving the DM a much larger workload for no good reason.
The magic item christmas tree started in 3E, where the game became about collecting as many bonuses as you could instead of using more miscellaneous cool items like 2E. In 2E, you had maybe 3 or so mainstream items. Magic swords, magic armor and rings of protection. 3E nearly doubled that: Amulets of natural armor, rings of protection, magic weapons, magic armor, a stat booster item for your main stat and an amulet of health plus an item to let you fly. 2E had it right here where you had only a few items that let you hit stuff harder.
I don't think I ever really encountered item slot bloat in 2E the way I see it in 3E/4E where people want to fill every possible slot. If this is Diablo 2, that's not necessarily a bad thing, because people enjoy just getting a string of mindless buff items to make their numbers bigger, but this is tabletop, having cubes of force and helms of teleportation are more interesting than the gauntlets of slightly higher attack bonus.
Temporary buffs to ability scores (like polymorph), Ability damage and drain were also nice ideas on paper but were very slow to handle in play, since they required several steps of recalculation. Okay for a CRPG, but tedious for a pencil and paper RPG.
The skill system was also just not good in 3E. It was too easy to get crazy broken levels of a skill, most skills were awful and the system went straight off the RNG.
There's plenty of things to want to change in 3E to make a better game, unfortunately Monte is talking about the wrong stuff for the most part. Of course, Monte is a terrible designer so I'd expect nothing less than him going off on stupid tangents.