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<blockquote data-quote="Aluvial" data-source="post: 4433659" data-attributes="member: 6862"><p>This could work if you really wanted it too, but it is not much different then the existing system. A 14th level caster, say Wizard, who can cast 7th level spells has a DC of 10+7+Int mod. Your system is exactly the same number. The only problem with your system is that it does not account for spell level at all. Your 14th level caster will have the same DC's for a 1st level spell as they would for their 7th level spells. I really don't think that's right.</p><p> </p><p>I have huge problem with this. This completely screws up the way BAB and AC work. Bad idea here.</p><p> </p><p> </p><p></p><p>So you have changed tons of the already workable magical items to serve your new AC idea... This is just one of the problems with drastically changing one of the core rules of a system. Once you do so, the ripple effect on the other rules becomes trouble. Think about all of the spells that allow for AC bonues....</p><p> </p><p></p><p></p><p>I suppose if you want to do this, then you have that option. This could be a house rule... but then again, I like death effects. </p><p> </p><p>This is not a good idea. Again, you are fooling around with a system that is designed on a specific mechanic. If you change the mechanic, then you are fooling around with the other game effects... Take a 8th level Wiz/8th lvl Fighter. In your system, the caster level of the Wizard is 12. So, you get both the Fighter BAB and saves, bonus feats + the Wizard goes up.... I'd multiclass everytime.... who wouldn't. And then you've outmatched the appropriate monsters for those characters... and it continues to ripple out.... like the magical items a character can create based on level, defeating SR, Dispel Magic, etc.</p><p> </p><p></p><p>Again, this could work, but then again, it fools around with the a few of the benefits of multiclassing. If you were trying to defeat that, this would work. The problems that I see are in recalculating every save for monsters, but you would get used to it quickly if you were constantly converting. </p><p> </p><p> I don't know why you would do this... Why not -3, or -1... -2 seems odd. Now, if you made it a feat for a specific weapon, say with Fighter's Weapon Specialization as a prereq, then I could see it. Of course, with you new AC system, you may need these attack changes.</p><p> </p><p>Overall, I hope that you can see that when you change one of the core mechanics in a game, that the trouble you cause all other rules integrated with that rule also have to change. You may think that you are fixing one problem, and might be, but then you are causing yourself 10 others... I don't think changing one thing, that you may have a problem with helps you with your issue because it changes so many other aspects of the game. While you have tried to address this, I wonder how your game would play. Remember, the 3.5 system was tried and playtested by thousands.... I didn't agree with every change in the rules, or even in all of the concepts, but it does fix many of the problems that I had with previous editions; i.e., it clarifies many of the rules for those who need such clarification.</p><p> </p><p>Aluvial</p></blockquote><p></p>
[QUOTE="Aluvial, post: 4433659, member: 6862"] This could work if you really wanted it too, but it is not much different then the existing system. A 14th level caster, say Wizard, who can cast 7th level spells has a DC of 10+7+Int mod. Your system is exactly the same number. The only problem with your system is that it does not account for spell level at all. Your 14th level caster will have the same DC's for a 1st level spell as they would for their 7th level spells. I really don't think that's right. [SIZE=4][/SIZE]I have huge problem with this. This completely screws up the way BAB and AC work. Bad idea here. [SIZE=4][/SIZE]So you have changed tons of the already workable magical items to serve your new AC idea... This is just one of the problems with drastically changing one of the core rules of a system. Once you do so, the ripple effect on the other rules becomes trouble. Think about all of the spells that allow for AC bonues.... [SIZE=4][/SIZE] I suppose if you want to do this, then you have that option. This could be a house rule... but then again, I like death effects. [SIZE=4][/SIZE]This is not a good idea. Again, you are fooling around with a system that is designed on a specific mechanic. If you change the mechanic, then you are fooling around with the other game effects... Take a 8th level Wiz/8th lvl Fighter. In your system, the caster level of the Wizard is 12. So, you get both the Fighter BAB and saves, bonus feats + the Wizard goes up.... I'd multiclass everytime.... who wouldn't. And then you've outmatched the appropriate monsters for those characters... and it continues to ripple out.... like the magical items a character can create based on level, defeating SR, Dispel Magic, etc. [SIZE=4][/SIZE]Again, this could work, but then again, it fools around with the a few of the benefits of multiclassing. If you were trying to defeat that, this would work. The problems that I see are in recalculating every save for monsters, but you would get used to it quickly if you were constantly converting. [SIZE=4][/SIZE] I don't know why you would do this... Why not -3, or -1... -2 seems odd. Now, if you made it a feat for a specific weapon, say with Fighter's Weapon Specialization as a prereq, then I could see it. Of course, with you new AC system, you may need these attack changes. Overall, I hope that you can see that when you change one of the core mechanics in a game, that the trouble you cause all other rules integrated with that rule also have to change. You may think that you are fixing one problem, and might be, but then you are causing yourself 10 others... I don't think changing one thing, that you may have a problem with helps you with your issue because it changes so many other aspects of the game. While you have tried to address this, I wonder how your game would play. Remember, the 3.5 system was tried and playtested by thousands.... I didn't agree with every change in the rules, or even in all of the concepts, but it does fix many of the problems that I had with previous editions; i.e., it clarifies many of the rules for those who need such clarification. Aluvial [/QUOTE]
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