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<blockquote data-quote="A'koss" data-source="post: 874721" data-attributes="member: 840"><p>As I look down the thread I see many ideas I agree with and some on principle (if not execution). Most of my suggestions are more geared towards some mythical 4e, than 3.5e.</p><p></p><p>1. High Level Disparities. My greatest concern is with increasing disparities between Hit Points, Combat Ability, Saving Throws and Stats (which in itself is the root of many of these disparities) that was brought in with 3rd ed. Greater than 10th level play becomes increasingly problematic and especially so at very high and epic levels. IMO, the game requires some <em>compression</em> in these key areas to make it easier on DMs to design/run adventures at these levels (and in the end more fun for the players). I think hard decisions need to be made here that may not please the players, but in the end will make for a better, more balanced game.</p><p></p><p>2. Save or Die. As Monte Cook touched upon a while back, a single roll that decides the outcome of a battle (eg. Save or Die, Save or Nerf) is not much fun. Andy Collins's Epic Insight on turning Save or Die spells to damage is an excellent start.</p><p></p><p>3. Turning Undead. Turning could be improved to make it both better and easier to use. I agree with the poster who suggested that clerics should have some ability to turn evil outsiders.</p><p></p><p>4. Ease of Resurrection. Overall, I think if the game made it a little harder to die and a little harder to come back I would be much happier. There should be some non-exotic way to kill someone and have them <strong>stay</strong> dead.</p><p></p><p>5. Spell Saving Throws. Remove stat bonuses from DC Saves and severely limit how you can improve them. Gothmog has the right idea here, but you will also have to adjust Saving Throw progressions to accomodate.</p><p></p><p>6. Mental Stats. Right now there are no in-game rules or benefits for playing characters and beings who are very intelligent, very wise and to a lesser extent, charismatic. I've created my own rules for providing information to the very intelligent/wise to allow them to make better decisions but something like this should be incorporated into the core rules. Right now, concepts like "the wise fighter" can't be modelled in D&D.</p><p></p><p>7. Critical Hits. I like the resolution mechanic (roll within threat range + confirmation roll) but the damage is too great IMO at lower levels. Virtually every LL game I run I'm having to fudge rolls so that someone doesn't die from an errant crit. Have criticals scale with the skill of the attacker and start the damage off lower.</p><p></p><p>8. Multiclassed Spellcasters. As a poster already suggested, each class should have it's own spellcasting level modifier, perhaps even breaking it down between arcane and divine classes. A paladin for instance may may add 1 divine spellcasting level for every 2 paladin levels but only 1 arcane SL for every 3 paladin levels...</p><p></p><p>9. Armor. In my heart I'd like to see armor reduce damage and each class gain defense bonuses a la Modern d20. It is not easy to balance this however (just think of monsters with heavy-duty natural armor), but if the game were <em>designed</em> with that in mind, that would be ideal. </p><p></p><p>10. Automatic Weapon Proficiencies. These should be chucked. No one start out proficient in that many weapons. Those of you who think such proficiencies are easy (it's only sword, how hard can it be?) are woefully wrong.</p><p></p><p></p><p>Cheers,</p><p></p><p>A'koss.</p></blockquote><p></p>
[QUOTE="A'koss, post: 874721, member: 840"] As I look down the thread I see many ideas I agree with and some on principle (if not execution). Most of my suggestions are more geared towards some mythical 4e, than 3.5e. 1. High Level Disparities. My greatest concern is with increasing disparities between Hit Points, Combat Ability, Saving Throws and Stats (which in itself is the root of many of these disparities) that was brought in with 3rd ed. Greater than 10th level play becomes increasingly problematic and especially so at very high and epic levels. IMO, the game requires some [i]compression[/i] in these key areas to make it easier on DMs to design/run adventures at these levels (and in the end more fun for the players). I think hard decisions need to be made here that may not please the players, but in the end will make for a better, more balanced game. 2. Save or Die. As Monte Cook touched upon a while back, a single roll that decides the outcome of a battle (eg. Save or Die, Save or Nerf) is not much fun. Andy Collins's Epic Insight on turning Save or Die spells to damage is an excellent start. 3. Turning Undead. Turning could be improved to make it both better and easier to use. I agree with the poster who suggested that clerics should have some ability to turn evil outsiders. 4. Ease of Resurrection. Overall, I think if the game made it a little harder to die and a little harder to come back I would be much happier. There should be some non-exotic way to kill someone and have them [b]stay[/b] dead. 5. Spell Saving Throws. Remove stat bonuses from DC Saves and severely limit how you can improve them. Gothmog has the right idea here, but you will also have to adjust Saving Throw progressions to accomodate. 6. Mental Stats. Right now there are no in-game rules or benefits for playing characters and beings who are very intelligent, very wise and to a lesser extent, charismatic. I've created my own rules for providing information to the very intelligent/wise to allow them to make better decisions but something like this should be incorporated into the core rules. Right now, concepts like "the wise fighter" can't be modelled in D&D. 7. Critical Hits. I like the resolution mechanic (roll within threat range + confirmation roll) but the damage is too great IMO at lower levels. Virtually every LL game I run I'm having to fudge rolls so that someone doesn't die from an errant crit. Have criticals scale with the skill of the attacker and start the damage off lower. 8. Multiclassed Spellcasters. As a poster already suggested, each class should have it's own spellcasting level modifier, perhaps even breaking it down between arcane and divine classes. A paladin for instance may may add 1 divine spellcasting level for every 2 paladin levels but only 1 arcane SL for every 3 paladin levels... 9. Armor. In my heart I'd like to see armor reduce damage and each class gain defense bonuses a la Modern d20. It is not easy to balance this however (just think of monsters with heavy-duty natural armor), but if the game were [i]designed[/i] with that in mind, that would be ideal. 10. Automatic Weapon Proficiencies. These should be chucked. No one start out proficient in that many weapons. Those of you who think such proficiencies are easy (it's only sword, how hard can it be?) are woefully wrong. Cheers, A'koss. [/QUOTE]
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