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<blockquote data-quote="Lanefan" data-source="post: 2961471" data-attributes="member: 29398"><p>First off, to those who didn't like my earlier list of ideas very much, no worries. <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>What I was trying to get at, in the main, was that there were some very good and useful game mechanics in the earlier editions that got thrown out in 3e, done - it largely appears - in the name of over-simplicity. That said, there were some awful mechanics in earlier editions that also got thrown out...</p><p></p><p>Subsequent posts have reminded me of a few more ideas I had, some in agreement with said posts...</p><p></p><p> - Grapple has always been a headache. Despite what I've said here and elsewhere, this might be a good candidate for severe simplification, if only to make it useful.</p><p> - The DR mechanic is one 3e development I rather like; keep it. Keep it simple, but keep it.</p><p> - Keep, in general: classes, hit points, levels, etc.</p><p> - Spells need almost a complete re-do...some specifics: </p><p> --- there are too many buff spells; limits on spell damage dice seem unnecessarily arbitrary; spells should be less "automatic" (e.g. roll to hit for anything requiring aim such as fireball, lightning bolt, etc.) with a serious miss potentially dangerous to the party; illusions should be able to fool *all* the senses including touch, meaning they can do damage; expanding fireballs and rebounding lightning bolts are just plain *fun*; etc., etc.</p><p> - Flanking is a fine mechanic, keep it.</p><p> - Wealth by level table is a bad idea, lose it.</p><p> - Wealth by town table is a bad idea, replace with a genearl vague guideline at most.</p><p> - CR/EL is only useful if you're new to DM'ing; with any experience, a DM knows what to throw at a party. So, keep it *only* as a guide or training tool.</p><p> - Have an iconic setting (Greyhawk? Mystara?) that the rules can reference, much like the iconic characters (Tordek, Mialee, etc.) 3e uses.</p><p> - AoO is a good idea, though overdone, but I'm not sure if there's a way to simplify it without making it useless.</p><p> - I like the idea of "wild" psyonics; something you're born with whether you train in it or not, such as in the Kurtz or Jordan books.</p><p> - I've never seen the point of the Barbarian class in any edition. However, Barbarian as a race (sub-race of Human) holds merit.</p><p> - Wild or unpredictable magic is always fun. They sort-of approached it in 2e but if it's shown up in 3e I missed it.</p><p></p><p>No doubt there'll be more to this later... <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>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 2961471, member: 29398"] First off, to those who didn't like my earlier list of ideas very much, no worries. :) What I was trying to get at, in the main, was that there were some very good and useful game mechanics in the earlier editions that got thrown out in 3e, done - it largely appears - in the name of over-simplicity. That said, there were some awful mechanics in earlier editions that also got thrown out... Subsequent posts have reminded me of a few more ideas I had, some in agreement with said posts... - Grapple has always been a headache. Despite what I've said here and elsewhere, this might be a good candidate for severe simplification, if only to make it useful. - The DR mechanic is one 3e development I rather like; keep it. Keep it simple, but keep it. - Keep, in general: classes, hit points, levels, etc. - Spells need almost a complete re-do...some specifics: --- there are too many buff spells; limits on spell damage dice seem unnecessarily arbitrary; spells should be less "automatic" (e.g. roll to hit for anything requiring aim such as fireball, lightning bolt, etc.) with a serious miss potentially dangerous to the party; illusions should be able to fool *all* the senses including touch, meaning they can do damage; expanding fireballs and rebounding lightning bolts are just plain *fun*; etc., etc. - Flanking is a fine mechanic, keep it. - Wealth by level table is a bad idea, lose it. - Wealth by town table is a bad idea, replace with a genearl vague guideline at most. - CR/EL is only useful if you're new to DM'ing; with any experience, a DM knows what to throw at a party. So, keep it *only* as a guide or training tool. - Have an iconic setting (Greyhawk? Mystara?) that the rules can reference, much like the iconic characters (Tordek, Mialee, etc.) 3e uses. - AoO is a good idea, though overdone, but I'm not sure if there's a way to simplify it without making it useless. - I like the idea of "wild" psyonics; something you're born with whether you train in it or not, such as in the Kurtz or Jordan books. - I've never seen the point of the Barbarian class in any edition. However, Barbarian as a race (sub-race of Human) holds merit. - Wild or unpredictable magic is always fun. They sort-of approached it in 2e but if it's shown up in 3e I missed it. No doubt there'll be more to this later... :) Lanefan [/QUOTE]
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