D&D 3.1E: What to change?


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I'm happy with the version we have. It's not perfect but it does the job well, not just adequately. That said, edition 3.1 would just have the errata (all of it encluding stuff they've missed) in the books. I'm not looking for a sweeping rule change, just that the rules as they have them are actually the rules the way they intended them.
 

Isn't that what anyone with house rules does already? :)

Anyway, I'd replace HP with VP/WP and all the changes that entails, eliminate AoOs (or whatever else requires D&D combat to be played like Blood Bowl), and redo the magic classes so they're not Vancian anymore.
 

Harm needs a save.

CRs need to be adjusted (some up, some down).

Rangers need some kind of boosting, and their abilities need to spread out so that they don't get all of them at 1st level.

The cost for wizards to scribe needs to be lowered.

The rules for what item creation feat is needed for items needs to be more specific. Wounderous requires a lower level than Craft ring, but you can put the same effect on (for example) boots thus circumventing the heigh level requirement.

The rules for movement types needs some work. Expeditious Retreat while flying and Flying underwater are examples of why.

Shields need to give a shield bonus and body armor needs to give an armor bonus. That will help cut down on special rules for stacking, and make things like Mage Armor + a shield make more sense.

That the Caster Level section for magic items isn't a requirement to make the item needs to be more clear.

The "burst" ability on magic weapons needs to give the d10 AND the d6 on criticals.

Spiked Chain needs to be toned down a bit.

Race hit dice and class hit dice need to be made separate types of hit dice, and templates shouldn't affect class hit dice.

Enlarge needs to be bumped up in level and have the effect of actually changing size.

Persistant spell needs to be redone. The duration that it makes a spell needs to depend on the normal duration of the spell since not having it that way tosses out spells that are balanced by a really short duration.

Nothing should have a rectangular facing.

Thats all I can think of at the moment.

--Slow Spikey
 

Joshua Dyal said:
Anyway, I'd replace HP with VP/WP and all the changes that entails, eliminate AoOs (or whatever else requires D&D combat to be played like Blood Bowl), and redo the magic classes so they're not Vancian anymore.
Whoa! He said 3.1, not 4.0. :)

I'd include all the errata, implement a standard system for maneuvers in combat (disarming, tripping, grappling...), use exactly the same mechanics for both monsters and races, fix Craft (time required to make an item proportional to its cost? The higher the difficulty, the faster the production? What were they thinking?) and a few other skills, make Skill Focus give +3, make Toughness give more and more extra HP each time you take it... and not much else. Oh, and fix Harm.

Edit: and everything Spikey said. Persistant Haste is just wrong.
 
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Ehh, they're not really huge changes. Alternate classes are already nearly a dime a dozen. That changes the flavor more than anything else. VP/WP are also already in print in a game in the same system, so it hardly needs to "bump" editions to be implemented. Same thing for AoOs: they're optional in some d20 WotC games and absent entirely in some others.
 

I would like to see most magic items needing some specific components, apart from those of the spells required to craft them.
And a revision of Sneak Attack
 


A rewrite of the rules clearly differentiating partial actions, standard actions, full round actions (and full attack actions), and one round actions in a coherent chain/hierarchy.

The grapple rules are fine mechanicwise, but should be rewritten.

Ditto AoOs.

Many of the character classes in general should be rewritten to be less frontloaded and reward sticking with a class to high levels, lessening the advantages of multiclassing relative to single classing. The Ranger, Barbarian, and Paladin would be at the top of the list for rewriting.
 

I'd like a good spell-point magic system. I'm going to give the everquest rpg a good long look and see what I can pull from there, as long as my players are up for it.

Of course re-working magic is probably to much for a .1 rev. More like a new version. I dunno.

I'm not unhappy with the current magic system, I'd just like to try something a bit different.
 

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