CombatWombat51
First Post
Here I plan on brainstorming the Real Ultimate Edition of D&D. Ok, not as ultimate as ninjae, but pretty ultimate. Yes, this is primarily for my use. So my work will be angled towards how I see things as opposed to making it "everyone" friendly. However, I figure someone might get some use out of this nonsense, or maybe even chip in!
Since I'm brainstorming, I'll just ramble, starting in no particular place.
3E/3.5 has too many options. Too much stuff.
1E doesn't have enough options. All characters of the same race and class were the same.
I want to strike a balance between the two. Oh, and 2E sucks for the most part, and for the other part, it's not different enough from 1E. So I'm going to mostly ignore it.
Let's look at things that 3E has added to the game, and why they're cool and why they suck:
Feats: Why they are Cool: Feats allow customization of your character. However, there's like 50 to pick from in the PHB, and it hurts my head when you think about all the other supplements.
Feats: Why they Suck: Feats can neatly fit into genres that could be classes (wait, I'm not suggesting 50 classes!) or are mandatory. Duelist types take Combat Expertise, Improved Disarm, Imp. Feint, etc. Tank types take Power Attack, Cleave, etc. All fighter types take Weapon Focus, and anything along those lines that we can get our hands on. Archers have their feats, and so do cavalry.
Skills: Why they're Cool: They define the bits that characters are good at.
Skills: Why they Suck: Even more than feats, certain skills for certain classes are just a given. Rogues learn Hide and Move Silently, and max out their ranks. Spellcasters do the same with Spellcraft. Rangers with Survival.
How was this stuff handled in 1E? Magic-users knew magical stuff. Rangers knew how to live in the woods. Thieves had different skills, but they all simply increased as the thief increased in level. 2E introduced skill points into thief skills, but they botched it. A naked elf could max out any two skills, like Hide and MS by level 4.
So for feats, why not just roll them into class abilities? Oh, because then all classes are the same again. But wait! I'll get back to that marvelous idea later.
Before I get too carried away, let's work on the skills. First, let's trim them down. I'll list the skills and put them in a category.
Appraise - Sounds like something specific to thief-types to me
Balance - Not a no-brainer, nor a class-specific skill. So we'll just label it "Athletic"
Bluff - Useful for all classes. Anyone who speaks lies.
Climb - Athletic
Concentration - No brainer for spellcasters, otherwise useless
Craft - Who fusking cares? This is one of those things that gets put in the DMG. You want your character to be an underwater basket weaver? Fine.
Decipher Script - Pfft. Rarely used, but obviously has a function. It does fit in with Forgery though.
Diplomacy - Personally, I think this skill is silly. Good ol' roleplaying and a touch of Charisma can carry this ability.
Disable Device - Mostly for thieves, but a keeper for now
Disguise - Could go with Bluff for that whole Deception thing
Escape Artist - Pfft. Straight Dex and size does the trick. No yoga fire! here, buddy.
Forgery - Can sit with Decipher Script for now.
Gather Info - Pfft. Charisma + Gold = loose mouths. Maybe it could go with Diplomacy for some kind of Nice Guy skill. We'll see.
Handle Animal - Sure thing, and useful for all in a fantasy world.
Heal - Binding wounds is a staple of D&D, and Zagyg knows it gets used a lot.
Hide - Can be rolled into that popular Stealth skill with MS.
Intimidate - Pfft. Big stick + big muscles = wet pants. For the talky kind of intimidation, I think Bluff can work. Same thing, after all.
Jump - Athletic
Knowledge Skills General Note: Having ranks in a skill granting knowledge of some rare fantastic creature just pisses me off. All that silliness goes away.
Know: Arcana - Rolls into Spellcraft and a no brainer for arcane casters
Know: Architecture - Pffffft. Your character designs baskets to be weaved underwater? You know this is a 13th century Spanglish outhouse? Good for you.
Know: Dungeoneering - Bah and pfft.
Know: Geography - Meh. Let's through it in a pile near Survival.
Know: History - Ok, this is one of those that's useful, but only when the DM says so. I say good ol' fashioned Int checks work.
Know: Local - Meh, pure RP here. If you're from a town, you know it. If not, you don't.
Know: Nature - Survival pile.
Know: Nobility - Same as history, but not as useful except for certain campaigns.
Know: Religion - Depends on the campaign. Obvious no-brainer for clerics. In a normal world, normal people know normal stuff about normal religions. That kinda stuff is just common sense. Who has more in-depth knowledge about the subject? ... the priests and scholars...
Know: Planar - This can get thrown to wizards and clerics as the situation calls for. A class ability
Listen - Oh, this can go to the evil twin of Stealth: Perception
Move Silently - Stealth.
Open Lock - This is just a specific use of Disable Device.
Perform - Pfft. Great, you can sing drinking songs or blow your flute.
Profession - Pfft. See Craft and Perform.
Ride - Certainly useful, and can be rolled into Handle Animal.
Search - Perception.
Sense Motive - Even this can go into Perception! Sense Motive is, by logic, a weaker skill than Bluff, since Bluff is the offensive skill.
Sleight of Hand - Another thiefy skill
Speak Language - Pfffffffffffft. Who honestly likes 2 skill points equaling fluency in a WHOLE FOREIGN LANGUAGE?! Languages can be handled by their own mechanic.
Spellcraft - Class ability for spellcasters. Duh.
Spot - Perception strikes again!
Survival - This is cool, plus the stuff rolled into it.
Swim - Athletics... maybe. While everyone can balance, climb, or jump, not everyone can swim. But a lone Swim skill is rather unappetizing even in normal 3E, let alone if we chop out so many skills. We'll throw it in with Athletics.
Tumble - Ok, let me be frank. Unless, you're a fricken court jester, you shouldn't be rolling and flipping around in my European fantasy. However, it is marginally useful, and can be thrown in with Athletics, as long as we cut down its already over inflated power.
Use Magic Device - Pffft. I didn't use this in 1E, I don't use it in 3E, and I won't use it here.
Use Rope - Pfft. As an amateur fisherman and professional sailor, I know a person can have great skill with knots. However, the skill has limited usefulness in D&D. It doesn't fit with anything else. Well, maybe with Disable Device, if we change the definition to something more like Tinker with Device. We'll see.
So, what does that leave use with?
Decipher Script and Forgery can be rolled into one mechanic. Either a class ability for thief types or incorporated with the general yet-to-be-invented Language mechanic.
The rest fit neatly into these piles:
Skills Rolled Into Classes
Appraise: Thief types
Concentration: Spellcasters of all flavors. General spellcasting mechanic, in fact.
Knowledge (Arcana): Arcane casters.
Knowledge (Religion): Divine casters.
Knowledge (Planar): Spellcasters with access to planar-type spells.
Sleight of Hand (Dex): Pulling quarters out of ears is the province of thieves and their ilk.
Spellcraft: Spellcasters of all flavors.
General Skills
Athletics (Str): Incorporates Balance, Climb, Jump, Tumble, and Swim. I choose Str over Dex cuz 3 out of 5 use Str, and other skills will use Dex.
Decieve (Cha): Incorporates Bluff and Disguise.
Handle Animal (Wis): Incorporates Handle Animal and Ride.
Heal (Wis): The Heal skill should be beefed up some so it can actually heal damage, but it's fine for now.
Perception (Wis): Incorporates Listen, Search, Sense Motive, and Spot. That's a lot of valuable skills, and is a no-brainer. However, without it, we wouldn't have a counter to the necessary Stealth skill, or Deception.
Stealth (Dex): Incorporates Hide and Move Silently.
Survival (Wis): Incorporates Knowledge (Nature) and Survival.
Tinker with Shiz (Int): Ok, I don't have a name for this. Engineering? Mechanics? Something. Help! Anyhow, it incorporates manipulating stuff: Disable Device, Open Lock, and Rope Use.
I typed about another paragraph, but I didn’t save that part before I tried to submit it while offline. It was lost, so I’ll type it some other time. If you read all this nonsense, I’ll give you a cookie
Since I'm brainstorming, I'll just ramble, starting in no particular place.
3E/3.5 has too many options. Too much stuff.
1E doesn't have enough options. All characters of the same race and class were the same.
I want to strike a balance between the two. Oh, and 2E sucks for the most part, and for the other part, it's not different enough from 1E. So I'm going to mostly ignore it.
Let's look at things that 3E has added to the game, and why they're cool and why they suck:
Feats: Why they are Cool: Feats allow customization of your character. However, there's like 50 to pick from in the PHB, and it hurts my head when you think about all the other supplements.
Feats: Why they Suck: Feats can neatly fit into genres that could be classes (wait, I'm not suggesting 50 classes!) or are mandatory. Duelist types take Combat Expertise, Improved Disarm, Imp. Feint, etc. Tank types take Power Attack, Cleave, etc. All fighter types take Weapon Focus, and anything along those lines that we can get our hands on. Archers have their feats, and so do cavalry.
Skills: Why they're Cool: They define the bits that characters are good at.
Skills: Why they Suck: Even more than feats, certain skills for certain classes are just a given. Rogues learn Hide and Move Silently, and max out their ranks. Spellcasters do the same with Spellcraft. Rangers with Survival.
How was this stuff handled in 1E? Magic-users knew magical stuff. Rangers knew how to live in the woods. Thieves had different skills, but they all simply increased as the thief increased in level. 2E introduced skill points into thief skills, but they botched it. A naked elf could max out any two skills, like Hide and MS by level 4.
So for feats, why not just roll them into class abilities? Oh, because then all classes are the same again. But wait! I'll get back to that marvelous idea later.
Before I get too carried away, let's work on the skills. First, let's trim them down. I'll list the skills and put them in a category.
Appraise - Sounds like something specific to thief-types to me
Balance - Not a no-brainer, nor a class-specific skill. So we'll just label it "Athletic"
Bluff - Useful for all classes. Anyone who speaks lies.
Climb - Athletic
Concentration - No brainer for spellcasters, otherwise useless
Craft - Who fusking cares? This is one of those things that gets put in the DMG. You want your character to be an underwater basket weaver? Fine.
Decipher Script - Pfft. Rarely used, but obviously has a function. It does fit in with Forgery though.
Diplomacy - Personally, I think this skill is silly. Good ol' roleplaying and a touch of Charisma can carry this ability.
Disable Device - Mostly for thieves, but a keeper for now
Disguise - Could go with Bluff for that whole Deception thing
Escape Artist - Pfft. Straight Dex and size does the trick. No yoga fire! here, buddy.
Forgery - Can sit with Decipher Script for now.
Gather Info - Pfft. Charisma + Gold = loose mouths. Maybe it could go with Diplomacy for some kind of Nice Guy skill. We'll see.
Handle Animal - Sure thing, and useful for all in a fantasy world.
Heal - Binding wounds is a staple of D&D, and Zagyg knows it gets used a lot.
Hide - Can be rolled into that popular Stealth skill with MS.
Intimidate - Pfft. Big stick + big muscles = wet pants. For the talky kind of intimidation, I think Bluff can work. Same thing, after all.
Jump - Athletic
Knowledge Skills General Note: Having ranks in a skill granting knowledge of some rare fantastic creature just pisses me off. All that silliness goes away.
Know: Arcana - Rolls into Spellcraft and a no brainer for arcane casters
Know: Architecture - Pffffft. Your character designs baskets to be weaved underwater? You know this is a 13th century Spanglish outhouse? Good for you.
Know: Dungeoneering - Bah and pfft.
Know: Geography - Meh. Let's through it in a pile near Survival.
Know: History - Ok, this is one of those that's useful, but only when the DM says so. I say good ol' fashioned Int checks work.
Know: Local - Meh, pure RP here. If you're from a town, you know it. If not, you don't.
Know: Nature - Survival pile.
Know: Nobility - Same as history, but not as useful except for certain campaigns.
Know: Religion - Depends on the campaign. Obvious no-brainer for clerics. In a normal world, normal people know normal stuff about normal religions. That kinda stuff is just common sense. Who has more in-depth knowledge about the subject? ... the priests and scholars...
Know: Planar - This can get thrown to wizards and clerics as the situation calls for. A class ability
Listen - Oh, this can go to the evil twin of Stealth: Perception
Move Silently - Stealth.
Open Lock - This is just a specific use of Disable Device.
Perform - Pfft. Great, you can sing drinking songs or blow your flute.
Profession - Pfft. See Craft and Perform.
Ride - Certainly useful, and can be rolled into Handle Animal.
Search - Perception.
Sense Motive - Even this can go into Perception! Sense Motive is, by logic, a weaker skill than Bluff, since Bluff is the offensive skill.
Sleight of Hand - Another thiefy skill
Speak Language - Pfffffffffffft. Who honestly likes 2 skill points equaling fluency in a WHOLE FOREIGN LANGUAGE?! Languages can be handled by their own mechanic.
Spellcraft - Class ability for spellcasters. Duh.
Spot - Perception strikes again!
Survival - This is cool, plus the stuff rolled into it.
Swim - Athletics... maybe. While everyone can balance, climb, or jump, not everyone can swim. But a lone Swim skill is rather unappetizing even in normal 3E, let alone if we chop out so many skills. We'll throw it in with Athletics.
Tumble - Ok, let me be frank. Unless, you're a fricken court jester, you shouldn't be rolling and flipping around in my European fantasy. However, it is marginally useful, and can be thrown in with Athletics, as long as we cut down its already over inflated power.
Use Magic Device - Pffft. I didn't use this in 1E, I don't use it in 3E, and I won't use it here.
Use Rope - Pfft. As an amateur fisherman and professional sailor, I know a person can have great skill with knots. However, the skill has limited usefulness in D&D. It doesn't fit with anything else. Well, maybe with Disable Device, if we change the definition to something more like Tinker with Device. We'll see.
So, what does that leave use with?
Decipher Script and Forgery can be rolled into one mechanic. Either a class ability for thief types or incorporated with the general yet-to-be-invented Language mechanic.
The rest fit neatly into these piles:
Skills Rolled Into Classes
Appraise: Thief types
Concentration: Spellcasters of all flavors. General spellcasting mechanic, in fact.
Knowledge (Arcana): Arcane casters.
Knowledge (Religion): Divine casters.
Knowledge (Planar): Spellcasters with access to planar-type spells.
Sleight of Hand (Dex): Pulling quarters out of ears is the province of thieves and their ilk.
Spellcraft: Spellcasters of all flavors.
General Skills
Athletics (Str): Incorporates Balance, Climb, Jump, Tumble, and Swim. I choose Str over Dex cuz 3 out of 5 use Str, and other skills will use Dex.
Decieve (Cha): Incorporates Bluff and Disguise.
Handle Animal (Wis): Incorporates Handle Animal and Ride.
Heal (Wis): The Heal skill should be beefed up some so it can actually heal damage, but it's fine for now.
Perception (Wis): Incorporates Listen, Search, Sense Motive, and Spot. That's a lot of valuable skills, and is a no-brainer. However, without it, we wouldn't have a counter to the necessary Stealth skill, or Deception.
Stealth (Dex): Incorporates Hide and Move Silently.
Survival (Wis): Incorporates Knowledge (Nature) and Survival.
Tinker with Shiz (Int): Ok, I don't have a name for this. Engineering? Mechanics? Something. Help! Anyhow, it incorporates manipulating stuff: Disable Device, Open Lock, and Rope Use.
I typed about another paragraph, but I didn’t save that part before I tried to submit it while offline. It was lost, so I’ll type it some other time. If you read all this nonsense, I’ll give you a cookie
