wilrich said:
Make it 4ed, NOT 3.75 -- that is to say, make it different and truly a 4th edition, don't just tweak 3.5 and call it 4th edition. To put it another way, I'd want the differences between 3.5 and 4 to be like the differences between 2nd and 3rd edition, not like the differences between 1st and 2nd.
Hmm... if "Dave's fourth edition" was what WotC built, it'd be pretty mechanically compatible with 3.5 for NPCs and mosters, and tweaking a 3.5 class to fit wouldn't be tough. But the base magic mechanics, and the set of core classes would be very different.
Here's how it would look (some small repeates from a little bit upthread) ...
core base classes
wizard, priest (non-melee divine caster), fighter, rogue, theurge (core class mystic theurge; access to all spells, very limitted other abilities), duskblade, beguiler, cleric, archivist, scout
core advanced classes
bard, druid, monk, paladin, ranger, specialist wizard
mechanics canges/magic
- all casters are spontaneous casters, and use magic points
- spells would scale like 3.5e psionics
- every class has an advancement in magic rating, determines MP/level (no bonus MP for ability scores)
- spells known are by class (so a priest 5/wizard 5 would have an MR of 10, and so a tenth level character's MP, but only the spells available of a 5th level priest or a 5th level wizard)
- theurge, priest, wizard, and archivist would have an expandable spellbook/prayerbook, and use a "spells readied" mechanic like Arcana Unearthed/Arcana Evolved
- duskblade, beguiler, and cleric would have a small, fixed list where they know everything; cleric would also get some deity-specific spells ala 3.x domains
- spell resistance mechanic goes away, because it's making a saving throw to see if you can make a saving throw (instead just have better than normal saves)
mechanics changes/skills
- skill list would be slightly consolidated (swim, jump, climb-> athletics; spot, listen -> notice; hide, move silently->sneak; maybe some others)
- no class gets less than 4 skill points/level
mechanics changes/combat
- sword & shield and two-handed weapon work equally well
- two weapon and single one-handed weapon are effective with the right feats/class abilities
- more striaghtforward AoO rules
- Turn Undead follows d20 conventions
- damage reduction mechanic goes away, because in a purely abstract damage system dodging and soaking up damage are effectively the same thing (instead conditional bonuses/penalties to AC)
- no class gets d4 hit dice
psionics would be an add-on that presented a new core class or two and a skills & feats psi system, because that's easier to integrate without building a whole new set of combo classes
oriental flavor would be an add-on covering spells, equipment, skills, and feats