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Conceptual Problems with 3E/3.5E and Desired Solutions for 4E
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<blockquote data-quote="Torm" data-source="post: 3324280" data-attributes="member: 12706"><p>Things I'm trying in the homebrew that I started yesterday:</p><p>(see if any of these move you)</p><p></p><p>1. Action Dice</p><p>2. Power point pools, that do different things for the different classes.</p><p>3. A much freer, but more fragile, magic system. "Metamagic" and such cost additional points, rather than needing feats. Outcomes of casting are based on a skill roll - Spellcasting for Wizards, Perform (Magick) for Sorcerers.</p><p>4. Priest spells are PRAYERS, and are answered (or not) by their deities, and sometimes in mysterious ways.</p><p>5. Character points at levels, which can be used to buy features (like feats and class features and action dice). Unspent points get dumped in the aforementioned power pools. </p><p></p><p>And the biggies:</p><p>6. Ability scores range from 1-9, and the SCORES are added everywhere the mods would have been, previously. Racial ability mods are halved, and additional ability points are awarded at multiples of 8th level. All DCs are up 5. This eliminates a redundant set of numbers, and the need for negatives in the set that is left. Yes, this does result in some strange numbers, but if you do the math, it all works out okay.</p><p>7. Body location armor, facing, and a return of backstabs and called shots.</p><p></p><p>In our first game, everything seems to work pretty well, so far, and add some flavor, or at least, a measure of "newness" that is always at least nice for a while. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Torm, post: 3324280, member: 12706"] Things I'm trying in the homebrew that I started yesterday: (see if any of these move you) 1. Action Dice 2. Power point pools, that do different things for the different classes. 3. A much freer, but more fragile, magic system. "Metamagic" and such cost additional points, rather than needing feats. Outcomes of casting are based on a skill roll - Spellcasting for Wizards, Perform (Magick) for Sorcerers. 4. Priest spells are PRAYERS, and are answered (or not) by their deities, and sometimes in mysterious ways. 5. Character points at levels, which can be used to buy features (like feats and class features and action dice). Unspent points get dumped in the aforementioned power pools. And the biggies: 6. Ability scores range from 1-9, and the SCORES are added everywhere the mods would have been, previously. Racial ability mods are halved, and additional ability points are awarded at multiples of 8th level. All DCs are up 5. This eliminates a redundant set of numbers, and the need for negatives in the set that is left. Yes, this does result in some strange numbers, but if you do the math, it all works out okay. 7. Body location armor, facing, and a return of backstabs and called shots. In our first game, everything seems to work pretty well, so far, and add some flavor, or at least, a measure of "newness" that is always at least nice for a while. :) [/QUOTE]
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