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Changes you'd like to see made to 3.5/4E?
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<blockquote data-quote="Gothmog" data-source="post: 871259" data-attributes="member: 317"><p>My gaming group was brainstorming last night, and wondering what kind of changes people would like to see in 3.5/4E. I was wondering what people thought of some of our ideas, and what they would like to see included. Here's our list:</p><p></p><p>1) A move away from the focus on numbers and min/maxing characters. All versions of D&D have been bad about this to some degree, but 3E is the worst by far. Its a role-playing game, not roll-playing.</p><p></p><p>2) Feats that have something to do with anything but combat. Background feats were a great idea- now run with it and give us some truly inspired feats.</p><p></p><p>3) Get rid of the silly automatic proficiency with weapons per class. Just give fighters 2 extra skill points per level; clerics, rogues, paladins, barbarians, and rangers one extra skill point per level; and no extra skill points per level for wizards, sorcerers, druids, and bards. Then spend a skill point to learn a weapon, or 3 or 4 skill points to learn a whole group of weapons (like axes, or short blades). Spending a feat to pick up a weapon outside your suggested list is just a plain stupid thing for a character to do- end result is that all characters of certain classes take the same weapons. Boring.</p><p></p><p>4) Ditch the XP by CR thing completely and either go back to giving a set # of XP per monster, or better yet- don't reward killing things, but actually role-playing and overcoming obstacles, solving mysteries, etc.</p><p></p><p>5) A WP/VP optional system in the PHB/DMG. It wouldn't be hard at all to fit it in.</p><p></p><p>6) Suggestions in the DMG for how to run low-magic or non-magic games, as well as horror based fantasy. </p><p></p><p>7) Get rid of that silly treasure worth by level chart in the DMG, or at least clearly state it is optional. Its a nice guideline for DMs to use if they want to have the standard magic level, but players take that silly thing as gospel, and get irate if they don't have X much GP worth of items by Y level.</p><p></p><p>8) We have rules for critical hits, why not fumbles? Maybe if a natural 1 is rolled, the character makes a DC 15 or 20 Reflex save or he is considered flat-footed, drops a weapon, etc.</p><p></p><p>9) Make the DC for spells 10 + spell level + 1/2 character level. Makes more sense that an experienced caster's spells would be harder to resist, rather than just taking into account the base stat bonus.</p><p></p><p>10) Get rid of the base cleric list of spells, and instead group ALL cleric spells by domain. Right now, all clerics are identical except for 2 domain spells per level. Thats just boring. With a little work, 5-8 spells could be fit into each level per domain, making more specialized clerics that were much more interesting. I've done it in my house rules, and it works wonderfully.</p><p></p><p>11) This would be really cool: every so many levels, allow each class to pick 1 of 3 or 4 listed abilities that are level dependent, so each class can be more personalized to the character. Not feats, but actual core abilities of the class. Some of the prestiege classes in FFG's Path of books already do this, and I think its a wonderful idea. This is also extra incentive for a character to progress to high levels in a core class.</p><p></p><p>12) Resisting a disease/poison should be a simple Con check, with the Great Fortitude feat applicable as well. Why does level have anything to do with how resistant a person is to disease or poisons? As it is currently, poisons and diseases have no bite except to low level characters.</p></blockquote><p></p>
[QUOTE="Gothmog, post: 871259, member: 317"] My gaming group was brainstorming last night, and wondering what kind of changes people would like to see in 3.5/4E. I was wondering what people thought of some of our ideas, and what they would like to see included. Here's our list: 1) A move away from the focus on numbers and min/maxing characters. All versions of D&D have been bad about this to some degree, but 3E is the worst by far. Its a role-playing game, not roll-playing. 2) Feats that have something to do with anything but combat. Background feats were a great idea- now run with it and give us some truly inspired feats. 3) Get rid of the silly automatic proficiency with weapons per class. Just give fighters 2 extra skill points per level; clerics, rogues, paladins, barbarians, and rangers one extra skill point per level; and no extra skill points per level for wizards, sorcerers, druids, and bards. Then spend a skill point to learn a weapon, or 3 or 4 skill points to learn a whole group of weapons (like axes, or short blades). Spending a feat to pick up a weapon outside your suggested list is just a plain stupid thing for a character to do- end result is that all characters of certain classes take the same weapons. Boring. 4) Ditch the XP by CR thing completely and either go back to giving a set # of XP per monster, or better yet- don't reward killing things, but actually role-playing and overcoming obstacles, solving mysteries, etc. 5) A WP/VP optional system in the PHB/DMG. It wouldn't be hard at all to fit it in. 6) Suggestions in the DMG for how to run low-magic or non-magic games, as well as horror based fantasy. 7) Get rid of that silly treasure worth by level chart in the DMG, or at least clearly state it is optional. Its a nice guideline for DMs to use if they want to have the standard magic level, but players take that silly thing as gospel, and get irate if they don't have X much GP worth of items by Y level. 8) We have rules for critical hits, why not fumbles? Maybe if a natural 1 is rolled, the character makes a DC 15 or 20 Reflex save or he is considered flat-footed, drops a weapon, etc. 9) Make the DC for spells 10 + spell level + 1/2 character level. Makes more sense that an experienced caster's spells would be harder to resist, rather than just taking into account the base stat bonus. 10) Get rid of the base cleric list of spells, and instead group ALL cleric spells by domain. Right now, all clerics are identical except for 2 domain spells per level. Thats just boring. With a little work, 5-8 spells could be fit into each level per domain, making more specialized clerics that were much more interesting. I've done it in my house rules, and it works wonderfully. 11) This would be really cool: every so many levels, allow each class to pick 1 of 3 or 4 listed abilities that are level dependent, so each class can be more personalized to the character. Not feats, but actual core abilities of the class. Some of the prestiege classes in FFG's Path of books already do this, and I think its a wonderful idea. This is also extra incentive for a character to progress to high levels in a core class. 12) Resisting a disease/poison should be a simple Con check, with the Great Fortitude feat applicable as well. Why does level have anything to do with how resistant a person is to disease or poisons? As it is currently, poisons and diseases have no bite except to low level characters. [/QUOTE]
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