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D&D 3.1E: What to change?
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<blockquote data-quote="Humanophile" data-source="post: 289588" data-attributes="member: 1049"><p>Leave most of the game as is. I'm kind of liking the degree of balance it has, I'd rather not risk it on something that's for the most part untested. Include errata, though. (Which I guess puts us in 3.1 territory already, so we're aiming for D&D V3.2 now.)</p><p></p><p>As far as races go, give humans another language spoken (Common plus one other to start, since everyone else has racial and common). Give orcs +2 to 2 or 3 skills, and half orcs +1 to selfsame skills. Change the elven favored class to Sorcerer. There are more things I'd want to tinker with, but right now I just want little things clarified and ironed out.</p><p></p><p>Classes, give the bard 6 skill points per level, and give both the fighter and sorcerer the intimidation skill. Reduce the cleric's granted armor to light and medium. Again, there's a lot I'd love to fiddle with here, but for now I don't want to wrench things too far out.</p><p></p><p>Some combat sections should be rewritten and clarified, I think that everyone agrees that Skill Focus should be +3, and toughness should be fixed, but finding the exact fix is a little problematic. I personally allow toughnesses to be upgraded (dwarven, giants, dragons...) when the character hits the right fort save levels, but I think this might be best left alone due to the amount of playtesting required to find the right balance for everyone. Skills should be clarified and cleaned up a little, with some of them expanded a little (such as tumbling or intimidate circumstance modifiers).</p><p></p><p>The DMG should be MUCH bigger. Expand the sections on customizing races/classes and balancing different play styles. Give more ideas on how to incorporate power components into the game, possibly even giving concrete rules for "recycling" magic items, alchemy check results, and base materials. Put the "how to create..." articles up on the D&D website, maybe adding material as time goes on. (A "how to create magic items" article would be nice for pointing things out to some DM's.) Update the ECL's and explain them better (this goes back to including errata, though).</p><p></p><p>The MM needs a to put out a call for errata and be gone over with a fine toothed comb. CR's should be adjusted as appropriate, special abilities should be revised in several cases, etc. Ideally, the multiple attack rules for monsters and PC types would be better synched, but that probably requires too much playtesting to be quickly altered there.</p><p></p><p>And the splatbooks should hopefully be revised too. More advice on "how to play", both tactically and roleplaying. More feats and other goodies for higher level characters (fighters especially), the amount of space given to new items/spells/organizations seems about right, and the prestige classes should be pruned back a little. Nothing that can't concievably be used in most/all settings with a little adjusting, and try to avoid silly things like oozemasters and true necromancers. And definately add clarifications for situations that characters of the given classes tend to have problems with; common situation DC's and all that. I know these are done, but I'd pay a little more for a few more pages of these and less prestige class silliness.</p><p></p><p>And maybe, just maybe, a fourth core book that tries to be the everything-for-everyone book, with VP/WP and a skill based build system and everything. If I were WOTC, though, I'd do this kind of under the table and let someone else put it out, so if it bombs WOTC isn't stuck with it, and DM's can more confidently dismiss it as "non-core". Similar with testing class adjustments and spell level changes, and if the gaming public seems to prefer the changed versions, smile and roll them into D&D in even later editions.</p></blockquote><p></p>
[QUOTE="Humanophile, post: 289588, member: 1049"] Leave most of the game as is. I'm kind of liking the degree of balance it has, I'd rather not risk it on something that's for the most part untested. Include errata, though. (Which I guess puts us in 3.1 territory already, so we're aiming for D&D V3.2 now.) As far as races go, give humans another language spoken (Common plus one other to start, since everyone else has racial and common). Give orcs +2 to 2 or 3 skills, and half orcs +1 to selfsame skills. Change the elven favored class to Sorcerer. There are more things I'd want to tinker with, but right now I just want little things clarified and ironed out. Classes, give the bard 6 skill points per level, and give both the fighter and sorcerer the intimidation skill. Reduce the cleric's granted armor to light and medium. Again, there's a lot I'd love to fiddle with here, but for now I don't want to wrench things too far out. Some combat sections should be rewritten and clarified, I think that everyone agrees that Skill Focus should be +3, and toughness should be fixed, but finding the exact fix is a little problematic. I personally allow toughnesses to be upgraded (dwarven, giants, dragons...) when the character hits the right fort save levels, but I think this might be best left alone due to the amount of playtesting required to find the right balance for everyone. Skills should be clarified and cleaned up a little, with some of them expanded a little (such as tumbling or intimidate circumstance modifiers). The DMG should be MUCH bigger. Expand the sections on customizing races/classes and balancing different play styles. Give more ideas on how to incorporate power components into the game, possibly even giving concrete rules for "recycling" magic items, alchemy check results, and base materials. Put the "how to create..." articles up on the D&D website, maybe adding material as time goes on. (A "how to create magic items" article would be nice for pointing things out to some DM's.) Update the ECL's and explain them better (this goes back to including errata, though). The MM needs a to put out a call for errata and be gone over with a fine toothed comb. CR's should be adjusted as appropriate, special abilities should be revised in several cases, etc. Ideally, the multiple attack rules for monsters and PC types would be better synched, but that probably requires too much playtesting to be quickly altered there. And the splatbooks should hopefully be revised too. More advice on "how to play", both tactically and roleplaying. More feats and other goodies for higher level characters (fighters especially), the amount of space given to new items/spells/organizations seems about right, and the prestige classes should be pruned back a little. Nothing that can't concievably be used in most/all settings with a little adjusting, and try to avoid silly things like oozemasters and true necromancers. And definately add clarifications for situations that characters of the given classes tend to have problems with; common situation DC's and all that. I know these are done, but I'd pay a little more for a few more pages of these and less prestige class silliness. And maybe, just maybe, a fourth core book that tries to be the everything-for-everyone book, with VP/WP and a skill based build system and everything. If I were WOTC, though, I'd do this kind of under the table and let someone else put it out, so if it bombs WOTC isn't stuck with it, and DM's can more confidently dismiss it as "non-core". Similar with testing class adjustments and spell level changes, and if the gaming public seems to prefer the changed versions, smile and roll them into D&D in even later editions. [/QUOTE]
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