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D&D 3.1E: What to change?
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<blockquote data-quote="hong" data-source="post: 289721" data-attributes="member: 537"><p>It's only a problem if your players make it a problem. None of the groups I've played with have ever had this penchant for homicidal paladins.</p><p></p><p>ANYWAY, back to the topic at hand, before this drifts into YA alignment war. In order of what I think is the likelihood of being implemented in 3.1E:</p><p></p><p>- Tighten up on unnamed bonuses. There are still lots of instances of feats or class abilities giving out unnamed bonuses, which results in plentiful loopholes for minmaxing. For instance, stacking the duelist Int bonus to AC and the monk's Wis bonus to AC is an oldie but a goodie, and that just seems wrong to me. The Star Wars rulebook is a good example on how to do this.</p><p></p><p>- Allow barbs to be lawful. The existence of classes like the sohei, Singh rager and Hida defender (all from OA) shows that going troppo is quite compatible with lawful alignment. All it takes is practice.</p><p></p><p>- Intimidate and Profession should be class skills for fighters.</p><p></p><p>- Harm needs a saving throw.</p><p></p><p>- Reduce front-loading of the paladin, monk and ranger.</p><p></p><p>- Fly, haste and invisibility should be higher level than what they are now.</p><p></p><p>- High-level spells should be toned down. In return, give spellcasters more spell slots per day. This brings spellcasters more into line with the "mundane" classes, which generally have less spectacular powers but aren't limited in how many times they can use them.</p><p></p><p>- More bonus feat slots for everyone, along the lines of fighters, samurai and shamans (from OA). Turn class abilities like evasion, uncanny dodge, etc into class-specific feats. In general, each class can have its own pool of bonus feats; this preserves class identity while also allowing greater flexibility in character development.</p></blockquote><p></p>
[QUOTE="hong, post: 289721, member: 537"] It's only a problem if your players make it a problem. None of the groups I've played with have ever had this penchant for homicidal paladins. ANYWAY, back to the topic at hand, before this drifts into YA alignment war. In order of what I think is the likelihood of being implemented in 3.1E: - Tighten up on unnamed bonuses. There are still lots of instances of feats or class abilities giving out unnamed bonuses, which results in plentiful loopholes for minmaxing. For instance, stacking the duelist Int bonus to AC and the monk's Wis bonus to AC is an oldie but a goodie, and that just seems wrong to me. The Star Wars rulebook is a good example on how to do this. - Allow barbs to be lawful. The existence of classes like the sohei, Singh rager and Hida defender (all from OA) shows that going troppo is quite compatible with lawful alignment. All it takes is practice. - Intimidate and Profession should be class skills for fighters. - Harm needs a saving throw. - Reduce front-loading of the paladin, monk and ranger. - Fly, haste and invisibility should be higher level than what they are now. - High-level spells should be toned down. In return, give spellcasters more spell slots per day. This brings spellcasters more into line with the "mundane" classes, which generally have less spectacular powers but aren't limited in how many times they can use them. - More bonus feat slots for everyone, along the lines of fighters, samurai and shamans (from OA). Turn class abilities like evasion, uncanny dodge, etc into class-specific feats. In general, each class can have its own pool of bonus feats; this preserves class identity while also allowing greater flexibility in character development. [/QUOTE]
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