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<blockquote data-quote="Szatany" data-source="post: 3713792" data-attributes="member: 21178"><p>44: - inclusion of spellcasting and BAB into skills. I see no reason other than balance that those couldn't or shouldn't be skills. And balance can be achieved if you put your mind to it. Spellcasting could be broken by schools or by function (counterspelling, concentration, precision, invasiveness, spell knowledge, etc).</p><p></p><p>45: consolidation of skills. Yep, I want half of them gone. Many semi-useless skills could be combined into a better ones. Why not join use rope, escape artist, and sleight of hand into some sort of Manual Agility skill?</p><p></p><p>46: better abilities/feats/etc but less of them. I don't want by 30lvl fighter to have 30 mediocre abilities. I prefer 10 great ones. Same net effect, less to remember = faster game = more fun</p><p></p><p>47: higher bonuses and penalties but less of them. Same as above. Net effect is similar but game runs smoother.</p><p></p><p>48: slower progression of max rank in skill so the skill bonsues don't get out of hand. Instead of level +3, try half level +5. That way at level 30 you have max of 20 ranks, which is still a lot.</p><p></p><p>49: simplification, unification, and stacking of bonuses, damage reduction and energy resistances. Get rid of bonus types, let everything stack. If there is too much too stack, remove some of it from the game. Likewise, merge damage reduction and energy resistance into one and the same term. Why can't I have Damage Resistance (Fire) 15 and Damage Resistance (physical) 10 ? Maybe even take it a step further - make special materials have special effects on certain monsters, not merely overcome DR. For example, a demon could have Damage Resistance 15 (physical), and a flaw that whenever it is hit by silver weapon it automatically suffers a critical hit.</p><p></p><p>50: unification of saves, initiative, and AC. If armor grants DR then ac should be the same as reflex save. It could also be responsible for Initiative, I prefer that to making Init a separate skill.</p><p></p><p>51: no iterative attacks. Pretty obvious. Speeds up the game. Best combined with scaling damage per level (+1 for every 2 levels? or points of BAB)</p><p></p><p>52: move from feet to yards (or meters), that much granuality isn't necessary. Squares can be 2 by 2 yards and nothing bad will happen. It's even better at long ranges, would you rather have 400 ft. fireball or 130 yards one? Yards are (at least to me) easier to imagine instantly.</p><p></p><p>53: simplification of creature types. 5 types would be enough: aberrations (& oozes), beasts (& animals, dragons, magical beasts, vermin), elementals (& constructs, plants), humanoids (& monstrous humanoids, giants, fey, most outsiders), undead</p><p></p><p>54: simpler rules for encumbrance and gold, counting all that stuff isn't fun</p></blockquote><p></p>
[QUOTE="Szatany, post: 3713792, member: 21178"] 44: - inclusion of spellcasting and BAB into skills. I see no reason other than balance that those couldn't or shouldn't be skills. And balance can be achieved if you put your mind to it. Spellcasting could be broken by schools or by function (counterspelling, concentration, precision, invasiveness, spell knowledge, etc). 45: consolidation of skills. Yep, I want half of them gone. Many semi-useless skills could be combined into a better ones. Why not join use rope, escape artist, and sleight of hand into some sort of Manual Agility skill? 46: better abilities/feats/etc but less of them. I don't want by 30lvl fighter to have 30 mediocre abilities. I prefer 10 great ones. Same net effect, less to remember = faster game = more fun 47: higher bonuses and penalties but less of them. Same as above. Net effect is similar but game runs smoother. 48: slower progression of max rank in skill so the skill bonsues don't get out of hand. Instead of level +3, try half level +5. That way at level 30 you have max of 20 ranks, which is still a lot. 49: simplification, unification, and stacking of bonuses, damage reduction and energy resistances. Get rid of bonus types, let everything stack. If there is too much too stack, remove some of it from the game. Likewise, merge damage reduction and energy resistance into one and the same term. Why can't I have Damage Resistance (Fire) 15 and Damage Resistance (physical) 10 ? Maybe even take it a step further - make special materials have special effects on certain monsters, not merely overcome DR. For example, a demon could have Damage Resistance 15 (physical), and a flaw that whenever it is hit by silver weapon it automatically suffers a critical hit. 50: unification of saves, initiative, and AC. If armor grants DR then ac should be the same as reflex save. It could also be responsible for Initiative, I prefer that to making Init a separate skill. 51: no iterative attacks. Pretty obvious. Speeds up the game. Best combined with scaling damage per level (+1 for every 2 levels? or points of BAB) 52: move from feet to yards (or meters), that much granuality isn't necessary. Squares can be 2 by 2 yards and nothing bad will happen. It's even better at long ranges, would you rather have 400 ft. fireball or 130 yards one? Yards are (at least to me) easier to imagine instantly. 53: simplification of creature types. 5 types would be enough: aberrations (& oozes), beasts (& animals, dragons, magical beasts, vermin), elementals (& constructs, plants), humanoids (& monstrous humanoids, giants, fey, most outsiders), undead 54: simpler rules for encumbrance and gold, counting all that stuff isn't fun [/QUOTE]
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