seregil
First Post
Strangely enough, I don't think anyone has done this (or, more likely, I didn't see it).
As I'm reading all these threads and all the talk about the old editions, I get nostalgic. Heck, I'd kinda like to whip out the Rules Cyclopedia and the Gazetteers and try my hand at BECMI.
However, when I get the rulebooks out and start going through them, nostalgia give place to remembering some of the clunkiness of those editions.
So here is a list of stuff I would like to KEEP in any future version of the game:
This is just off the top of my head. What are yours?
ADDING:
As I'm reading all these threads and all the talk about the old editions, I get nostalgic. Heck, I'd kinda like to whip out the Rules Cyclopedia and the Gazetteers and try my hand at BECMI.
However, when I get the rulebooks out and start going through them, nostalgia give place to remembering some of the clunkiness of those editions.
So here is a list of stuff I would like to KEEP in any future version of the game:
- Same XP table for all classes (minor point but simplifies a lot)
- No THAC0: linear calculations
- Uniform mechanics. Related to previous point but applies to everything or close. Higher is better.
- Precise and standardized terminology. MTG's gifts to DND. Precise words with specific definitions.
- No racial level or class limitations
- Class and race treated seperatly
- Standard bonuses for Attributes. BECMI had this, AD&D did not completely. I like that 14 is always +2 etc.
- Saving throws that make sense (For, Will, Ref) instead of RSW/DM/PTTS/BA
- Effective Rogues ( I was really sad as a thief in BECMI, level 12 before 50% chance of hide in shadows...what do I DO for 12 levels?!?)
- Well balanced classes. 4E's only real advantage, IMO
This is just off the top of my head. What are yours?
ADDING:
- Balanced classes
- Different, non-homogenized classes that act, feel and work differently
- Rituals
- Minions
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