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*Dungeons & Dragons
A Modern D&D Hybrid? OSR+ 3.X
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<blockquote data-quote="MoonSong" data-source="post: 6215579" data-attributes="member: 6689464"><p>Sounds familiar to me for some reason. I've been working on something similar for a while (my idea was something around being "old school play and feel, new school flavor and crunch"). It goes only up to name level (campaigns don't really last that long), tried to get rid of as many fiddly mechanics as possible, made the fighter the top of combat and saves progression, restricted saves, made Mages progression tougher and dangerous again, established priests as the basis and cleric as a martial variant while introducing a few idiosyncratic classes (charmer, empath, lyrist), made rangers more martial oriented and they now only gain spells until late levels, restricted druids to animals only, made paladins truly unique as opposed to crusaders (clericky champions of specific gods) and warpriests (war cleric-fighter multiclass), also took measures to reduce hit point inflation and halved skill rank inflation. </p><p></p><p></p><p>So far a name level fighter can slaughter about fifty or so enemies on a single round. (I don't know but if I manage to make fighters broken I'll consider it a success) But yes it is a lot of work. I'm still thorn between keeping a very simplified approach to scores I had at the beginning or keep more traditional scores to power up an engine that basically allows not only called shots, but also subtle things like holding a dagger to someones thorat, quick and intuitive feints and stuff.</p></blockquote><p></p>
[QUOTE="MoonSong, post: 6215579, member: 6689464"] Sounds familiar to me for some reason. I've been working on something similar for a while (my idea was something around being "old school play and feel, new school flavor and crunch"). It goes only up to name level (campaigns don't really last that long), tried to get rid of as many fiddly mechanics as possible, made the fighter the top of combat and saves progression, restricted saves, made Mages progression tougher and dangerous again, established priests as the basis and cleric as a martial variant while introducing a few idiosyncratic classes (charmer, empath, lyrist), made rangers more martial oriented and they now only gain spells until late levels, restricted druids to animals only, made paladins truly unique as opposed to crusaders (clericky champions of specific gods) and warpriests (war cleric-fighter multiclass), also took measures to reduce hit point inflation and halved skill rank inflation. So far a name level fighter can slaughter about fifty or so enemies on a single round. (I don't know but if I manage to make fighters broken I'll consider it a success) But yes it is a lot of work. I'm still thorn between keeping a very simplified approach to scores I had at the beginning or keep more traditional scores to power up an engine that basically allows not only called shots, but also subtle things like holding a dagger to someones thorat, quick and intuitive feints and stuff. [/QUOTE]
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