D&D 3.1E: What to change?

I wouldn't change that much... despite all the grousers, the system really does work well.

What could use some work is some clarifications and additional guidance. But there are some especially stupid rules that need to get chucked post haste.

Examples of things that need clarified: AoO's and partial/full action. SWRCRB does a much better job on this.

Additional guideance: for one, the vague guidelines of "swapping out abilities" for classes could be given more concrete rules, and there needs to be a better system for balancing prestige classes.

All the stuff in the "make a monster" article needed to be in the DMG or the MM.

The monk and paladin multiclass restrictions need to go.
 

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I'd like to see more variations presented as "official" options.

Don't replace hit points with the VP/WP system. Include both, with the second as an optional rule.

Ditto for spell point systems. Or better yet, make the wizard Vancian and the sorcerer spell-point.

As others have said, give harm a saving throw.

Get rid of the level loss for being raised or resurrected, but make it cost XP to cast. :D

Just in terms of feel, tone down the fantasic elements just a bit. I want to see a return to armor and other artwork like from 1st and 2nd edition. Yes, D&D is a fantasy game, but I think 3rd edition's gone a tad too far, stylistically. Magic is fine; spikey armor being the norm isn't. And for pete's sake, make the idea of being able to buy and sell magic items like they were trading cards an optional rule, not the default!!

That said, the overall system doesn't require any major overhauls. It actually works pretty well, and I'm happier with 3e than anything else to date.
 
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Classes, I would change Rangers, Clerics, Paladins, and Monks, so that every member of those classes is not exactly like every other member of those classes. See Diablo 3e for examples of choices with theme for class powers. Paladins/holy champions should be available for every god/alignment (although I use clerics for that role). A generic noncombat master priest class should have made it into a core class.

Monsters should not act different for picking up classes if they are over 1HD.

I agree with rewriting AoOs.
 

For a 3.1, just minor changes. Errata, and cleaning up some of the skill descriptions (SW Revised is much clearer, spells out when you can/can't take 10/20 etc.), and settling on a final version of ECL/Level Adjustment and sticking to it.
 

A couple of minor changes:

First, incorporate the errata that has since been printed up in Dragon magazine or on the website.

Eliminate the multiclass restrictions on Paladins and Monks. I just recently started thinking about this and couldn't really think of a good reason why these restrictions need to be in place.

Change the Haste spell. I think it's overpowered at the moment. The ability to cast two 1-action spells a round is too powerful, especially in combination with the AC and movement benefits. I know traditionally Haste has been a 3rd level spell, but maybe it needs to be higher.

Give the Ranger a second look. It seems very underpowered in comparisons to other classes as you progress in level. The +1 favored enemy bonus every five levels is too trivial.
 

Vaxalon said:


It already exists, it's calle psionics. Would be nice if it were core (rather than simply SRD) but that's how it goes.

You might be right. I haven't *ever* given psionics much thought, even back in the 1E days.

Thanks for pointing that out. I'll give it some consideration.

What I'm really looking for is core kinds of magic that a spellcaster can augment with more power.

Say for example, you learn basic fire magic. For 1 unit of magical energy, you can produce a flame in your hand. By pumping more units into it, you cn make it bigger. By pumping more units into it, you can fling it as a fireball. Along with basic fire magic comes the ability to extinguish normal fires. With more units of energy you can extinguish/ignore magical fires. So some spell caster creates a wall of fire. Spell caster #2 comes by and tries to extinguish it. It doesn't go out. So he keeps pumping units into it until it goes out, he exhausts his energy supply, or decides to quit. I want something that players can augment in real time with more energy to change the effects of the spell.

Re-reading that, I don't think I articulated what I am looking for very well. Oh well.
 

Voadam said:
Classes, I would change Rangers, Clerics, Paladins, and Monks, so that every member of those classes is not exactly like every other member of those classes.

Clerics are quite customizable, and I haven't seen 2 the same in any of my campaigns.

The others I agree with.

--Holy Spikey
 

Joshua Dyal said:
Ehh, they're not really huge changes. Alternate classes are already nearly a dime a dozen. That changes the flavor more than anything else.
The flavor, my friend, is everything! Hit points and Vancian magic have always been a couple of the things that everyone associates with D&D. Many think that changing hit points and the magic system would result in a game which, be it better or worse, should not be called D&D any more. Without going there ;), I think you'll agree that such a change isn't the kind of thing that goes into an "intermediate release".

As a general rule, nothing that could easily result in thousands of users choosing to stick with the old version because they don't like the changes should be an "intermediate release". ;)

Now AoOs are relatively minor in comparison, but I like them. :D
 

SF

The only class differences between two clerics are their two domain choices and whether they use positive or negative energy. Every cleric can wear and cast in armor, know every cleric spell, and affect undead.
 

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