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3.5e -- What REALLY needed fixing?
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<blockquote data-quote="Greg K" data-source="post: 4938593" data-attributes="member: 5038"><p>Off the top of my head.</p><p></p><p>My major things</p><p>1. Reduce absolutes (see Sean Reynolds' Fewer Absolutes)</p><p></p><p>2. Level Drain needs to be removed. Turn into penalty to attacks, penalties to ability/skill rolls (works also for stat debuffs)</p><p></p><p>3. XP Costs for spells needs to be removed. Find another solution. XP should be for leveling only.</p><p></p><p>4. XP Costs for Item Creation to be removed. Find another solution. XP should be for leveling only.</p><p></p><p>5. Christmas Tree Syndrome</p><p></p><p>6. Starting hit points. Characters need more hit points (Wizard vs. house cat). I, personally, like Con score (or 10+ con modifier) as the base.</p><p></p><p>7. Action Points as core: This provides some protection from SoD and linear die roll plus gives some narrative control to players (My preference is for an implementation like Mutants and Masterminds Hero Points). </p><p></p><p>8. Classes</p><p>a. Clerics, Druids, and Wizards need to be powered down at mid to high level</p><p>b. Clerics spells/abilities should be more focused on deity domain</p><p>c. Fighters need more cool things (I like the Book of Iron Might maneuver approach)</p><p>d. Add a hybrid Arcane Warrior class to core. Something along the lines of AEG's Myrmidon that is generic rather than Duskblade. Make channeling through aweapon into a feat (this is something we often see wizards do in fantasy)</p><p>d. Specialist Wizards: use Unearthed Arcana variant abilities instead of bonus spells</p><p></p><p>9. Character customization</p><p>a. Remove non biological racial abilities from the write-up and make them feats. This makes it easier for the DM to customize races to their campaign.</p><p>b. Institute d20 Modern style occupations/backgrounds. Gives players more customization.</p><p>c. Add several Unearthed Arcana class variants and Complete Champion spellless Paladin and Ranger as examples of character customization</p><p> d. add the city/wilderness skill switches from the Cityscape enhancement</p><p></p><p>10. Multiclassing</p><p> a. Armor and Weapon Proficiency via multiclassing gains circumvent feats. Limit class armor and weapon proficiency to starting characters. After first level, characters must use feats (including fighter bonus feats) to acquire new armor or weapon proficiency</p><p> b. Saving throw stacking and circumventing feats. Change so everyone has the same progression with an initial bonus to specific saves determined by their initial class. After first level, take feats like Iron Will to improve a save.</p><p> c. Caster level for multiclassed characters</p><p></p><p>11. Skills</p><p>a. More Skill Points for the 2+Int classes</p><p>b. add complex skill checks (Unearthed Arcana)</p><p></p><p></p><p>12. Combat</p><p>a. institute class based defense</p><p>b. add a star wars style condition track</p><p>c. institute death and dying rules (UA) and do away with negative hp</p><p>d. add a second wind mechanic but tie to Action Point expenditure</p><p>e. redo grappling rules (my preference is for a Hero System approach)</p><p></p><p>13. Spells </p><p>a. Rework spell level, effects</p><p>b. Remove alignment based spells</p><p>b. Add Unearthed Arcana Incantations. Make summoning, resurrection, scrying, long distance teleport etc. incantations</p><p></p><p></p><p>14. Quick NPC generation (see Adamant's Foe Factory)</p><p></p><p></p><p>My other things.</p><p>15. add weapon groups</p><p>16. Turning rules need reworking and what clerics and turn should be based upon domain of their deity. If all clerics turn/rebuke undead, those without proper domain should do so at reduced rate like the paladin.</p><p>17. Add 4e style disease track</p><p>18. Move thin blades, spiked chains, double weapons, halfling riding dogs, sunrods, tanglefoot bags, etc to a supplment</p></blockquote><p></p>
[QUOTE="Greg K, post: 4938593, member: 5038"] Off the top of my head. My major things 1. Reduce absolutes (see Sean Reynolds' Fewer Absolutes) 2. Level Drain needs to be removed. Turn into penalty to attacks, penalties to ability/skill rolls (works also for stat debuffs) 3. XP Costs for spells needs to be removed. Find another solution. XP should be for leveling only. 4. XP Costs for Item Creation to be removed. Find another solution. XP should be for leveling only. 5. Christmas Tree Syndrome 6. Starting hit points. Characters need more hit points (Wizard vs. house cat). I, personally, like Con score (or 10+ con modifier) as the base. 7. Action Points as core: This provides some protection from SoD and linear die roll plus gives some narrative control to players (My preference is for an implementation like Mutants and Masterminds Hero Points). 8. Classes a. Clerics, Druids, and Wizards need to be powered down at mid to high level b. Clerics spells/abilities should be more focused on deity domain c. Fighters need more cool things (I like the Book of Iron Might maneuver approach) d. Add a hybrid Arcane Warrior class to core. Something along the lines of AEG's Myrmidon that is generic rather than Duskblade. Make channeling through aweapon into a feat (this is something we often see wizards do in fantasy) d. Specialist Wizards: use Unearthed Arcana variant abilities instead of bonus spells 9. Character customization a. Remove non biological racial abilities from the write-up and make them feats. This makes it easier for the DM to customize races to their campaign. b. Institute d20 Modern style occupations/backgrounds. Gives players more customization. c. Add several Unearthed Arcana class variants and Complete Champion spellless Paladin and Ranger as examples of character customization d. add the city/wilderness skill switches from the Cityscape enhancement 10. Multiclassing a. Armor and Weapon Proficiency via multiclassing gains circumvent feats. Limit class armor and weapon proficiency to starting characters. After first level, characters must use feats (including fighter bonus feats) to acquire new armor or weapon proficiency b. Saving throw stacking and circumventing feats. Change so everyone has the same progression with an initial bonus to specific saves determined by their initial class. After first level, take feats like Iron Will to improve a save. c. Caster level for multiclassed characters 11. Skills a. More Skill Points for the 2+Int classes b. add complex skill checks (Unearthed Arcana) 12. Combat a. institute class based defense b. add a star wars style condition track c. institute death and dying rules (UA) and do away with negative hp d. add a second wind mechanic but tie to Action Point expenditure e. redo grappling rules (my preference is for a Hero System approach) 13. Spells a. Rework spell level, effects b. Remove alignment based spells b. Add Unearthed Arcana Incantations. Make summoning, resurrection, scrying, long distance teleport etc. incantations 14. Quick NPC generation (see Adamant's Foe Factory) My other things. 15. add weapon groups 16. Turning rules need reworking and what clerics and turn should be based upon domain of their deity. If all clerics turn/rebuke undead, those without proper domain should do so at reduced rate like the paladin. 17. Add 4e style disease track 18. Move thin blades, spiked chains, double weapons, halfling riding dogs, sunrods, tanglefoot bags, etc to a supplment [/QUOTE]
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