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<blockquote data-quote="drothgery" data-source="post: 2959946" data-attributes="member: 360"><p>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.</p><p></p><p>Here's how it would look (some small repeates from a little bit upthread) ...</p><p></p><p><strong>core base classes</strong></p><p>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</p><p></p><p><strong>core advanced classes</strong></p><p>bard, druid, monk, paladin, ranger, specialist wizard</p><p></p><p><strong>mechanics canges/magic</strong></p><p>- all casters are spontaneous casters, and use magic points</p><p>- spells would scale like 3.5e psionics</p><p>- every class has an advancement in magic rating, determines MP/level (no bonus MP for ability scores)</p><p>- 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)</p><p>- theurge, priest, wizard, and archivist would have an expandable spellbook/prayerbook, and use a "spells readied" mechanic like Arcana Unearthed/Arcana Evolved</p><p>- 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</p><p>- 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)</p><p></p><p><strong>mechanics changes/skills</strong></p><p>- skill list would be slightly consolidated (swim, jump, climb-> athletics; spot, listen -> notice; hide, move silently->sneak; maybe some others)</p><p>- no class gets less than 4 skill points/level</p><p></p><p><strong>mechanics changes/combat</strong></p><p>- sword & shield and two-handed weapon work equally well</p><p>- two weapon and single one-handed weapon are effective with the right feats/class abilities</p><p>- more striaghtforward AoO rules</p><p>- Turn Undead follows d20 conventions</p><p>- 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)</p><p>- no class gets d4 hit dice</p><p></p><p>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</p><p></p><p>oriental flavor would be an add-on covering spells, equipment, skills, and feats</p></blockquote><p></p>
[QUOTE="drothgery, post: 2959946, member: 360"] 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) ... [B]core base classes[/B] 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 [B]core advanced classes[/B] bard, druid, monk, paladin, ranger, specialist wizard [B]mechanics canges/magic[/B] - 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) [B]mechanics changes/skills[/B] - 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 [B]mechanics changes/combat[/B] - 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 [/QUOTE]
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