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Brevity - a kind of review
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<blockquote data-quote="AdmundfortGeographer" data-source="post: 5576399" data-attributes="member: 4682"><p>Excellent to have a review targeted at a specific concept.Full agreement, despite there being a unified mechanic, the original 3e designers/developers also seemed to go for a rule for everything.</p><p></p><p></p><p>Though you are bringing up some worthwhile concepts, I think races-as-is is to much of a sacred cow to change much, especially in the way you are proposing. Too many 3.x players expect to see dwarves or elves with specific abilities that can choose any class, the idea is compelling for me because I'm a fan of Classic D&D/The Known World.</p><p></p><p></p><p>I'm torn on skills. I love the details and the extra Bad Axe-fications to the skills, but I also feel like it is TMI. Maybe it is resistance to changing what I'm used to now, but I'm reluctant to change the skills system as much as I do wish for a more abstract system.</p><p></p><p></p><p>Have a few examples in mind?</p><p></p><p></p><p>Hmm, positive benefits I think are obvious, but I've seen many instances where initiative needs to be decided by player rather than by side though. I think this might be an area where players could also be reluctant to give up what they can control here, but maybe if there is no need to build a character that reacts ultra fast players won't care . . .</p><p></p><p></p><p>Probably so, though would have grown the cleric entry up.</p><p></p><p></p><p>Grappling . . . *sigh*</p></blockquote><p></p>
[QUOTE="AdmundfortGeographer, post: 5576399, member: 4682"] Excellent to have a review targeted at a specific concept.Full agreement, despite there being a unified mechanic, the original 3e designers/developers also seemed to go for a rule for everything. Though you are bringing up some worthwhile concepts, I think races-as-is is to much of a sacred cow to change much, especially in the way you are proposing. Too many 3.x players expect to see dwarves or elves with specific abilities that can choose any class, the idea is compelling for me because I'm a fan of Classic D&D/The Known World. I'm torn on skills. I love the details and the extra Bad Axe-fications to the skills, but I also feel like it is TMI. Maybe it is resistance to changing what I'm used to now, but I'm reluctant to change the skills system as much as I do wish for a more abstract system. Have a few examples in mind? Hmm, positive benefits I think are obvious, but I've seen many instances where initiative needs to be decided by player rather than by side though. I think this might be an area where players could also be reluctant to give up what they can control here, but maybe if there is no need to build a character that reacts ultra fast players won't care . . . Probably so, though would have grown the cleric entry up. Grappling . . . *sigh* [/QUOTE]
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Brevity - a kind of review
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