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3.5 Stat Blocks Kill my creativity
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<blockquote data-quote="gizmo33" data-source="post: 2189546" data-attributes="member: 30001"><p>I like 3E (or perhaps I should say D20) but I don't like stat blocks either. I can think of a few basic changes to the DnD rules that could have gone a long way to making "stats on the fly" more plausible. The goal would be to be able to have a template and essentially change some parts without breaking the character/rules.</p><p> </p><p>1. intelligence bonuses are *not* multiplied by level in to your skill bonus (that way stat changes don't have such a profound effect on the character design)</p><p>2. the "feat tree" is flatter, with few/no prerequisites (that way you can add/remove feats without as much thought)</p><p>3. the power of feats is less, they are essentially flavor (if you forget a feat, your character doesn't suddenly become a wuss when compared to others of the same level)</p><p>4. few class abilities per level: rogues get skill points, fighters get the high hitpoints and attack bonus, clerics get cleric spells and wizards get wizard spells. (the extra abilities don't seem to add much to the nature of the classes - except in exceptional situations like druids)</p><p> </p><p>I've already basically house ruled all of this in my game anyway. I like where C&C was trying to go but from what I've seen so far, they either didn't like or didn't understand some of the basic rules of 3E that I do like. Maybe 2nd edition C&C.</p></blockquote><p></p>
[QUOTE="gizmo33, post: 2189546, member: 30001"] I like 3E (or perhaps I should say D20) but I don't like stat blocks either. I can think of a few basic changes to the DnD rules that could have gone a long way to making "stats on the fly" more plausible. The goal would be to be able to have a template and essentially change some parts without breaking the character/rules. 1. intelligence bonuses are *not* multiplied by level in to your skill bonus (that way stat changes don't have such a profound effect on the character design) 2. the "feat tree" is flatter, with few/no prerequisites (that way you can add/remove feats without as much thought) 3. the power of feats is less, they are essentially flavor (if you forget a feat, your character doesn't suddenly become a wuss when compared to others of the same level) 4. few class abilities per level: rogues get skill points, fighters get the high hitpoints and attack bonus, clerics get cleric spells and wizards get wizard spells. (the extra abilities don't seem to add much to the nature of the classes - except in exceptional situations like druids) I've already basically house ruled all of this in my game anyway. I like where C&C was trying to go but from what I've seen so far, they either didn't like or didn't understand some of the basic rules of 3E that I do like. Maybe 2nd edition C&C. [/QUOTE]
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