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D&D Older Editions, OSR, & D&D Variants
Changes you'd like to see made to 3.5/4E?
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<blockquote data-quote="mmadsen" data-source="post: 872048" data-attributes="member: 1645"><p>I agree completely. In fact, almost all the class abilities could be and should be Feats. (This would make it trivial to create new classes.)</p><p></p><p>Frankly, I think just about all weapons should be Simple. It's not hard to use a sword; it's certainly not significantly harder than using a club.</p><p></p><p>The only weapons that seem difficult to simply use would be slings, bows (esp. longbows), flails, maybe pikes, maybe polearms, etc.</p><p></p><p>I'm not sure this warrants the added complexity.</p><p></p><p>Yes, a Feat is "expensive" for a weapon proficiency.</p><p></p><p>I think we can side-step the issue by making most weapons usable by almost anyone (Simple, as I mentioned above) but much, much more useful with the appropriate Feats (that apply only to mounted combat, or ranged combat, etc.).</p><p></p><p>A slightly different emphasis would be enough to achieve your goal, I think. The rules should <em>emphasize</em> overcoming obstacles. For people who enjoy pure hack-n-slash, overcoming obstacles might only mean killing monsters, of course.</p><p></p><p>Agreed, but most "good" alternatives to AC/hp would take some rescaling (in a game that's balance-obsessed right now).</p><p></p><p>There are <em>a lot</em> of great subjects that deserve at least a little space in the DMG.</p><p></p><p>I don't like the default treasure levels either, but I think they make perfect sense for D&D. The guidelines aren't there for free-thinking players and DMs; they're there for people who want a structured game.</p><p></p><p>Agreed -- as long as they work out the stats a bit, and the fumbles aren't over the top.</p><p></p><p>That's <em>almost</em> the same as 10 + spellcaster level (for many spells), by the way.</p><p></p><p>I'd like to see Clerics more like Sorcerers, with a small list of thematically appropriate spells, cast spontaneously.</p><p></p><p>Why is this better than having Bonus Feats again? (Feats already scale in power somewhat, with increasing prereqs.)</p><p></p><p>Poisons and diseases already scale with level, because Str, Con, etc. <em>don't</em> scale (much) with level.</p><p></p><p>This is in contrast to AC/hp, where AC doesn't scale much with level (only through magic), while Hit Points scale <em>dramatically</em>.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 872048, member: 1645"] I agree completely. In fact, almost all the class abilities could be and should be Feats. (This would make it trivial to create new classes.) Frankly, I think just about all weapons should be Simple. It's not hard to use a sword; it's certainly not significantly harder than using a club. The only weapons that seem difficult to simply use would be slings, bows (esp. longbows), flails, maybe pikes, maybe polearms, etc. I'm not sure this warrants the added complexity. Yes, a Feat is "expensive" for a weapon proficiency. I think we can side-step the issue by making most weapons usable by almost anyone (Simple, as I mentioned above) but much, much more useful with the appropriate Feats (that apply only to mounted combat, or ranged combat, etc.). A slightly different emphasis would be enough to achieve your goal, I think. The rules should [i]emphasize[/i] overcoming obstacles. For people who enjoy pure hack-n-slash, overcoming obstacles might only mean killing monsters, of course. Agreed, but most "good" alternatives to AC/hp would take some rescaling (in a game that's balance-obsessed right now). There are [i]a lot[/i] of great subjects that deserve at least a little space in the DMG. I don't like the default treasure levels either, but I think they make perfect sense for D&D. The guidelines aren't there for free-thinking players and DMs; they're there for people who want a structured game. Agreed -- as long as they work out the stats a bit, and the fumbles aren't over the top. That's [i]almost[/i] the same as 10 + spellcaster level (for many spells), by the way. I'd like to see Clerics more like Sorcerers, with a small list of thematically appropriate spells, cast spontaneously. Why is this better than having Bonus Feats again? (Feats already scale in power somewhat, with increasing prereqs.) Poisons and diseases already scale with level, because Str, Con, etc. [i]don't[/i] scale (much) with level. This is in contrast to AC/hp, where AC doesn't scale much with level (only through magic), while Hit Points scale [i]dramatically[/i]. [/QUOTE]
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