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The One Hour Game, continued (BD&D as a baseline)
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<blockquote data-quote="fuindordm" data-source="post: 5860204" data-attributes="member: 5435"><p>Lots of good ideas here, but some of them add too much complexity for the hypothetical 1-hour game. Character creation needs to be quick, and player options shouldn't slow down play. Specialty priests, for example. I loved them to death when 2e was the game of choice, but there are just too damn many of them!</p><p></p><p><strong>From AD&D:</strong> All the PH classes except the Monk up to level 9 or so. Make the bard a base class, give wizards an Int bonus to spells. None of the UA additions. Spells (but with capped damage dice) and magic items. d6 initiative roll, extra attacks only for fighters, AoO only for retreating or getting inside someone's reach. </p><p></p><p><strong>From 3E:</strong> Feats, but only as a short menu of special abilities for fighters and thieves. AC and BAB both point in the same direction. Fort, Refl, and Will saves. Cleric swapping spells for heals, as one possible domain power.</p><p>Critical hits.</p><p></p><p><strong>From 4E:</strong> If I have a skill system, I prefer it to be closer to this one than to 3E. But having characters pick a theme and use ability score rolls sounds better for a pick-up game. Fighters marking opponents. A warlord class.</p><p></p><p>Make each class simple. BAB, HD, Saves, armor & weapon proficiencies, Spells if needed and no more than 2 special abilities. </p><p></p><p>For example:</p><p>Fighter: +1 BAB/level, d10 HD, Fort strong, Refl medium, Will weak, prof. with all armor, shields, and weapons. Special Abilities: Marking. Choose a specific weapon (big bonus), fighting style (medium bonus) or no specialization at all (small bonus).</p><p></p><p>Cleric: +3/4 BAB/level, d8 HD, Fort medium, Refl weak, Will strong, prof. with medium armor, shields, simple weapons. Special Abiliites: Spells, Turn/Command Undead, choose one Domain power for patron god.</p><p></p><p>And finally, I would add one thing that's entirely new:</p><p></p><p>Each major weapon category has a different special effect on critical hits. Maybe these are only available to fighters, or occur more often for fighters. I have not put a lot of thought into this, but after hearing so much in the runup to 4E how they would make weapon choice matter, the design elements they included were really a letdown. I'd like to see effects that come into play fairly often, but that the player doesn't have to think about (like weapon vs armor adjustment, shudder).</p><p></p><p>Axes: +2D damage, degrades non-metal armor/shield</p><p>Swords: +1D damage, 19-20 threat range, bleed</p><p>Hammers: +2D damage, stun</p><p>Maces/Picks: +2D damage, locks joint of metal armor</p><p>Bows: as sword</p></blockquote><p></p>
[QUOTE="fuindordm, post: 5860204, member: 5435"] Lots of good ideas here, but some of them add too much complexity for the hypothetical 1-hour game. Character creation needs to be quick, and player options shouldn't slow down play. Specialty priests, for example. I loved them to death when 2e was the game of choice, but there are just too damn many of them! [B]From AD&D:[/B] All the PH classes except the Monk up to level 9 or so. Make the bard a base class, give wizards an Int bonus to spells. None of the UA additions. Spells (but with capped damage dice) and magic items. d6 initiative roll, extra attacks only for fighters, AoO only for retreating or getting inside someone's reach. [B]From 3E:[/B] Feats, but only as a short menu of special abilities for fighters and thieves. AC and BAB both point in the same direction. Fort, Refl, and Will saves. Cleric swapping spells for heals, as one possible domain power. Critical hits. [B]From 4E:[/B] If I have a skill system, I prefer it to be closer to this one than to 3E. But having characters pick a theme and use ability score rolls sounds better for a pick-up game. Fighters marking opponents. A warlord class. Make each class simple. BAB, HD, Saves, armor & weapon proficiencies, Spells if needed and no more than 2 special abilities. For example: Fighter: +1 BAB/level, d10 HD, Fort strong, Refl medium, Will weak, prof. with all armor, shields, and weapons. Special Abilities: Marking. Choose a specific weapon (big bonus), fighting style (medium bonus) or no specialization at all (small bonus). Cleric: +3/4 BAB/level, d8 HD, Fort medium, Refl weak, Will strong, prof. with medium armor, shields, simple weapons. Special Abiliites: Spells, Turn/Command Undead, choose one Domain power for patron god. And finally, I would add one thing that's entirely new: Each major weapon category has a different special effect on critical hits. Maybe these are only available to fighters, or occur more often for fighters. I have not put a lot of thought into this, but after hearing so much in the runup to 4E how they would make weapon choice matter, the design elements they included were really a letdown. I'd like to see effects that come into play fairly often, but that the player doesn't have to think about (like weapon vs armor adjustment, shudder). Axes: +2D damage, degrades non-metal armor/shield Swords: +1D damage, 19-20 threat range, bleed Hammers: +2D damage, stun Maces/Picks: +2D damage, locks joint of metal armor Bows: as sword [/QUOTE]
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