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A Simpler 3rd Edition
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<blockquote data-quote="Li Shenron" data-source="post: 1792868" data-attributes="member: 1465"><p>As a matter of fact I think that classes make the game more simple! You choose your class once (of course there's also multiclassing, but that's already an advance option in a way) and almost everything comes with it. In a class-less game you'll have more to choose every level and it will therefore be more complicated for starters.</p><p></p><p>Also I think that old-style multiclassing is more complicated to bookkeep as the 3ed one, although the latter gives more choice and is therefore more complex. If I had to simplify MULTICLASSING, the only thing I can think about is removing it completely. (Or otherwise put more restriction such as "you can multiclass only with your favored class".)</p><p></p><p>Perhaps I am missing your starting point <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I don't get if you mean to either reduce the choices so that the game is more simple because <em>character management</em> is straightforward, or to unify/simplify rules to speed up <em>action</em>. Or does "removing elements that slow things down" mean both?</p><p></p><p>The mechanic of skills and feats is blatantly simple! If you want to avoid players taking an hour to choose them when levelling up, you could (among other things)</p><p></p><p>(1) SKILLS: have the PC choose a number of skills equal to the skill points per level + Int at PC creation and just always have the max rank in them. This won't work when multiclassing, but if you want to simplify a lot, just ban multiclassing completely.</p><p></p><p>(2) FEATS: remove the ones which are used in an active way, but try to keep the passive ones to help the characters a bit (all the ones that give just a + to something) without slowing combat.</p><p></p><p>(3) CLASSES: most of them already have quite limited choices to do every level. The exceptions are arcane casters because they have to choose spells. It's hard to think about a more simple situation however, unless you just want to get rid of some of them outright.</p><p></p><p>(4) PRESTIGE CLASSES: why even bothering about them? You're not necessarily supposed to use them in your campaign.</p><p></p><p>(5) COMBAT: To make it simpler you may consider some of the following (here I am still thinking of the same combat structure as 3ed)...</p><p></p><p>- no initiative special actions (ready, delay): just roll once per combat and stick with it</p><p></p><p>- make all special attacks use the same mechanic of your choice, for example make them all separate standard actions</p><p></p><p>- ignore AoOs: this is indeed a major change so be careful in considering it, you may want to find a replacement disadvantage for archers and casters in melee</p><p></p><p>- check out for circumstances which require multiple dice rolls (e.g. grappling) and change them into single rolls as you see fit</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1792868, member: 1465"] As a matter of fact I think that classes make the game more simple! You choose your class once (of course there's also multiclassing, but that's already an advance option in a way) and almost everything comes with it. In a class-less game you'll have more to choose every level and it will therefore be more complicated for starters. Also I think that old-style multiclassing is more complicated to bookkeep as the 3ed one, although the latter gives more choice and is therefore more complex. If I had to simplify MULTICLASSING, the only thing I can think about is removing it completely. (Or otherwise put more restriction such as "you can multiclass only with your favored class".) Perhaps I am missing your starting point :) I don't get if you mean to either reduce the choices so that the game is more simple because [I]character management[/I] is straightforward, or to unify/simplify rules to speed up [I]action[/I]. Or does "removing elements that slow things down" mean both? The mechanic of skills and feats is blatantly simple! If you want to avoid players taking an hour to choose them when levelling up, you could (among other things) (1) SKILLS: have the PC choose a number of skills equal to the skill points per level + Int at PC creation and just always have the max rank in them. This won't work when multiclassing, but if you want to simplify a lot, just ban multiclassing completely. (2) FEATS: remove the ones which are used in an active way, but try to keep the passive ones to help the characters a bit (all the ones that give just a + to something) without slowing combat. (3) CLASSES: most of them already have quite limited choices to do every level. The exceptions are arcane casters because they have to choose spells. It's hard to think about a more simple situation however, unless you just want to get rid of some of them outright. (4) PRESTIGE CLASSES: why even bothering about them? You're not necessarily supposed to use them in your campaign. (5) COMBAT: To make it simpler you may consider some of the following (here I am still thinking of the same combat structure as 3ed)... - no initiative special actions (ready, delay): just roll once per combat and stick with it - make all special attacks use the same mechanic of your choice, for example make them all separate standard actions - ignore AoOs: this is indeed a major change so be careful in considering it, you may want to find a replacement disadvantage for archers and casters in melee - check out for circumstances which require multiple dice rolls (e.g. grappling) and change them into single rolls as you see fit [/QUOTE]
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