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<blockquote data-quote="JRRNeiklot" data-source="post: 1687981" data-attributes="member: 717"><p>I for one did not find FIRST EDITION either irrational or complicated. I am only considering the above changes in order to make the game more like the game I fell in love with long ago, yet still be (somewhat) compatible with D20. There are several things I dislike about D20, yet the base system seems to work fine. Here's a small list:</p><p></p><p>1: Multiclass system - Unless your cherrypicking for certain abilities, multiclassing just plain sucks. I know there's the eldritch knight and mystic theurge, but I don't like prestige classes in general. And yes, you get locked into a class at first level, but what's wrong with that? It worked for 25 years. Plus I like archetypes. With free multiclassing you throw those right out the window.</p><p></p><p>2: I abhor sneak attacks. Or rather, the way D20 makes it so easy to do, just by flanking a target. A sneak attack should be sneaky.</p><p></p><p>3: AOOs. I understand why they're there, but in my opinion, they cause two problems. One, it slows down gameplay. Two, it forces players to think in terms of mechanics instead of roleplaying terms. I've seen players plan their tactical moves out until it sounds like I'm watching an RTS computer game.</p><p></p><p>4: The inherent power scale of D20. Characters with 200 plus hit points and 40 plus acs both slow gameplay to a crawl, and almost force players to powergame. As it stands, they NEED buff items and insane acs just to survive. I want characters to be heroes, not a collection of magic items. In the last D&D game I ran, a character pulled the wrong card in a deck of many things and lost all of his magic. He wanted to retire his 17th level character and roll up a new one because he thought his character stunk without magic. And, the way D&D by the rules is played, I can't say he was too far off the mark. By scaling the buff items down, and toning hit points down, as well, combats are fast and efficient. What's the difference in a fighter with 100 hit points fighting a dragon with 200 and a fighter with 200 hps fighting a dragon with 400? Nothing but the length of the battle, imo.</p><p></p><p></p><p>Anyways, you get the picture. I'm not happy with D20 as it stands and I'm trying to "fix" it in my own way. For those of you who are happy with your game, great - I'm not trying to change YOUR game, just mine.</p><p></p><p>I just wanted a little input on my changes so far, and I got 'em. Not exactly what I expected, maybe I'm the only one who doesn't love D20/3e as it stands.</p><p></p><p>Anyways thanks for your thoughts.</p></blockquote><p></p>
[QUOTE="JRRNeiklot, post: 1687981, member: 717"] I for one did not find FIRST EDITION either irrational or complicated. I am only considering the above changes in order to make the game more like the game I fell in love with long ago, yet still be (somewhat) compatible with D20. There are several things I dislike about D20, yet the base system seems to work fine. Here's a small list: 1: Multiclass system - Unless your cherrypicking for certain abilities, multiclassing just plain sucks. I know there's the eldritch knight and mystic theurge, but I don't like prestige classes in general. And yes, you get locked into a class at first level, but what's wrong with that? It worked for 25 years. Plus I like archetypes. With free multiclassing you throw those right out the window. 2: I abhor sneak attacks. Or rather, the way D20 makes it so easy to do, just by flanking a target. A sneak attack should be sneaky. 3: AOOs. I understand why they're there, but in my opinion, they cause two problems. One, it slows down gameplay. Two, it forces players to think in terms of mechanics instead of roleplaying terms. I've seen players plan their tactical moves out until it sounds like I'm watching an RTS computer game. 4: The inherent power scale of D20. Characters with 200 plus hit points and 40 plus acs both slow gameplay to a crawl, and almost force players to powergame. As it stands, they NEED buff items and insane acs just to survive. I want characters to be heroes, not a collection of magic items. In the last D&D game I ran, a character pulled the wrong card in a deck of many things and lost all of his magic. He wanted to retire his 17th level character and roll up a new one because he thought his character stunk without magic. And, the way D&D by the rules is played, I can't say he was too far off the mark. By scaling the buff items down, and toning hit points down, as well, combats are fast and efficient. What's the difference in a fighter with 100 hit points fighting a dragon with 200 and a fighter with 200 hps fighting a dragon with 400? Nothing but the length of the battle, imo. Anyways, you get the picture. I'm not happy with D20 as it stands and I'm trying to "fix" it in my own way. For those of you who are happy with your game, great - I'm not trying to change YOUR game, just mine. I just wanted a little input on my changes so far, and I got 'em. Not exactly what I expected, maybe I'm the only one who doesn't love D20/3e as it stands. Anyways thanks for your thoughts. [/QUOTE]
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