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<blockquote data-quote="Primitive Screwhead" data-source="post: 3997334" data-attributes="member: 20805"><p>Welcome back from the holidays?</p><p></p><p>I have a couple thoughts regarding your ideas... at least the ones I have some thought already spent on <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>2. (not fun)</p><p>While we're at it, I like the idea of tanking away for longer each day. </p><p></p><p>I would suggest a modified 'Reserve Hit Points' that gives a pool of reserve points of CON stat + level. This allows more time tanking without cutting into the 3E clerics spell pool or the groups magic items. So far I have playtested this at low levels. At higher levels it might be better to use CON mod + level reserve pool that is usable after any encounter... not sure.</p><p></p><p></p><p>5. (time consumption)</p><p>Damage spells that throw a lot of dice around should be like in 4th edition where 2/3 of the damage is a + bonus. </p><p></p><p>Not sure how much faster this would make things, how much extra time does it really take?</p><p></p><p>6. (complexity, time consumption, not fun)</p><p>Dispel magic is limited...</p><p></p><p>Do you get many uses of dispel magic? One option that would retain the area affect function would be to simply use one caster level check, and the highest DC effect beaten by this check in the area gets dispelled. Much preferable to making lots of dice rolls. The only problem would be tracking the DC of every spell in effect... ?</p><p>Not as much grind, and still retain the capabilty.</p><p></p><p></p><p>7. (complexity, time consumption)</p><p>Use a predetermined value for power attack. </p><p></p><p>I tried out something like this recently and it worked out...er, interestingly. My rule changed a PA into a standard action and granted bonus dice of damage to the attack. The two cases in play so far has made me thing the boost is a bit too much.</p><p></p><p>9. (complexity)</p><p>Possibly limit the number of active buffs on a character to ?...</p><p></p><p>EoM has a rule to limit active spell effects to 12. This limits magic items as well as buffs. Worked pretty good so far.</p><p></p><p>10. (not fun)</p><p>Ditch natural armour amulets and spells. </p><p></p><p>Easier to just rename 'nat armor' as 'armor'. That avoids the stacking AC problem.</p><p></p><p></p><p></p><p>IMHO, most of the complexity comes from magic, the rest of the game is relatively simple. Hopefully 4E will help that <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 3997334, member: 20805"] Welcome back from the holidays? I have a couple thoughts regarding your ideas... at least the ones I have some thought already spent on :) 2. (not fun) While we're at it, I like the idea of tanking away for longer each day. I would suggest a modified 'Reserve Hit Points' that gives a pool of reserve points of CON stat + level. This allows more time tanking without cutting into the 3E clerics spell pool or the groups magic items. So far I have playtested this at low levels. At higher levels it might be better to use CON mod + level reserve pool that is usable after any encounter... not sure. 5. (time consumption) Damage spells that throw a lot of dice around should be like in 4th edition where 2/3 of the damage is a + bonus. Not sure how much faster this would make things, how much extra time does it really take? 6. (complexity, time consumption, not fun) Dispel magic is limited... Do you get many uses of dispel magic? One option that would retain the area affect function would be to simply use one caster level check, and the highest DC effect beaten by this check in the area gets dispelled. Much preferable to making lots of dice rolls. The only problem would be tracking the DC of every spell in effect... ? Not as much grind, and still retain the capabilty. 7. (complexity, time consumption) Use a predetermined value for power attack. I tried out something like this recently and it worked out...er, interestingly. My rule changed a PA into a standard action and granted bonus dice of damage to the attack. The two cases in play so far has made me thing the boost is a bit too much. 9. (complexity) Possibly limit the number of active buffs on a character to ?... EoM has a rule to limit active spell effects to 12. This limits magic items as well as buffs. Worked pretty good so far. 10. (not fun) Ditch natural armour amulets and spells. Easier to just rename 'nat armor' as 'armor'. That avoids the stacking AC problem. IMHO, most of the complexity comes from magic, the rest of the game is relatively simple. Hopefully 4E will help that :) [/QUOTE]
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