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<blockquote data-quote="eduar" data-source="post: 6099189" data-attributes="member: 92658"><p>Hey there U_K</p><p></p><p>Of course I can, actually that is how this started, in combination with high level play.</p><p></p><p>Let me see, this is what I like:</p><p></p><p>3.5 is the game that I know more and better, therefore somehow is the basis of this. It has a lot of options to customize anything.</p><p>4e, I like how simple it is, just add one half your level plus ability modifier and a roll. Fix the balance issues between classes. Is super easy create new monsters. Alignment.</p><p>I remember once I read that 3.5 was the best system to be a player but 4e was the best to be GM.</p><p>Pathfinder fixed several problems of 3.5, like skills, no more XP costs, special attaks like bull rush, actually the core book is my favorite.</p><p>Immortals Handbook, the math transparency, divinity as a template with a progression separate from XP, and of course the super high level stuff.</p><p></p><p>And this is what I don't like:</p><p>3.5 can be very painful to GM specially at high levels, the problems with math because base attack and base saves. Vancian system (Class feature abilities with times per day counts as vancian for me). Some builds need multiclassing or create a new base class.</p><p>4e is just too bland for me and have the strong cap level. Vancian system. There is not enough class differentiation. Magic Item creation.</p><p>Pathfinder still have the same issues of 3.5.</p><p>Immortals Handbook, some math problems like SR and integrated class feauture based on HD instead of CR. Is incomplete.</p><p>Many of these ideas, if not all and more, have been mentioned for DnD Next but when I saw them in the playtest I was totally disappointed, they are not implemented in the way I expected, actually classes appear designed to just ten levels, and truth I cannot avoid a certain trend in the reduction level in each new edition, just look at Deities and Demigods from 1ADnD and the one of 3e and in 4e not even appear.</p><p></p><p>Summarizing objectives are:</p><p>support any level of game,</p><p>math transparency and consistency</p><p>simple but customizable options</p><p>point based abilities (or something better than vancian)</p><p>to be fun to play</p><p>there are probably others things that I'm forgetting at the moment, these are the ones I can summarize for now.</p><p>Tell me U_K when you designed IH what was the problems with 3.5, what would you change in order to suit your material?</p></blockquote><p></p>
[QUOTE="eduar, post: 6099189, member: 92658"] Hey there U_K Of course I can, actually that is how this started, in combination with high level play. Let me see, this is what I like: 3.5 is the game that I know more and better, therefore somehow is the basis of this. It has a lot of options to customize anything. 4e, I like how simple it is, just add one half your level plus ability modifier and a roll. Fix the balance issues between classes. Is super easy create new monsters. Alignment. I remember once I read that 3.5 was the best system to be a player but 4e was the best to be GM. Pathfinder fixed several problems of 3.5, like skills, no more XP costs, special attaks like bull rush, actually the core book is my favorite. Immortals Handbook, the math transparency, divinity as a template with a progression separate from XP, and of course the super high level stuff. And this is what I don't like: 3.5 can be very painful to GM specially at high levels, the problems with math because base attack and base saves. Vancian system (Class feature abilities with times per day counts as vancian for me). Some builds need multiclassing or create a new base class. 4e is just too bland for me and have the strong cap level. Vancian system. There is not enough class differentiation. Magic Item creation. Pathfinder still have the same issues of 3.5. Immortals Handbook, some math problems like SR and integrated class feauture based on HD instead of CR. Is incomplete. Many of these ideas, if not all and more, have been mentioned for DnD Next but when I saw them in the playtest I was totally disappointed, they are not implemented in the way I expected, actually classes appear designed to just ten levels, and truth I cannot avoid a certain trend in the reduction level in each new edition, just look at Deities and Demigods from 1ADnD and the one of 3e and in 4e not even appear. Summarizing objectives are: support any level of game, math transparency and consistency simple but customizable options point based abilities (or something better than vancian) to be fun to play there are probably others things that I'm forgetting at the moment, these are the ones I can summarize for now. Tell me U_K when you designed IH what was the problems with 3.5, what would you change in order to suit your material? [/QUOTE]
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