ITT: game mechanics that stand out like really strange and/or counterintuitive to you

ITT: game mechanics that stand out like really strange and/or counterintuitive to you.
>race as a class

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Skill checks in situations that don't have a time limit to them.

>Your master thief rolled poorly, so even though it's an easy lock and you could conceivably just keep working at it you will never be able to open its door.

>if you want to play a non-human character, you must roll on this table to see if you get one.
>after 3 failed rolls, you HAVE to be a human.

Doubly weird since the strong consensus in our group is that Humans are easily the most powerful race.

In practice, we've just ignored it, but I often wonder why the designers thought it was a good idea in the first place.

What system is this?

>races separate to class

I like class-based systems, but when you add a second axis of abstraction instead of just having a straightforward list of, well, classes, I can really understand where the "classless is better" crowd is coming from.

I just have it so that it takes longer, makes noise, possibly damages or breaks the picks he's using. You have to fuck up REALLY bad on the roll to destroy the lock.

>Every check in the game is "roll high"
>Except one that's "roll low"

In pathfinder, making a ranged attack from stealth always gets you -20 on your stealth check to stay hidden. Doesn't matter if you threw a dart or fired a blunderbuss.

>Roll to hit
>Roll vs armor
>Roll to wound

Why would you give me three (or more!) different vectors of failure on a simple attack?

The older editions of Dungeons and Dragons (AD&D and before), I believe.
>inb4 plebs whining about D&D