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<blockquote data-quote="Gandhi39" data-source="post: 5154903" data-attributes="member: 89316"><p>Hi, Bladesinger. Thanks for the feedback.</p><p></p><p>Let me explain the reasons (metanalysis) of my changes.</p><p></p><p><strong>Let's start with the magic items:</strong></p><p>First of all I wanted to eliminate some of the competitions of magic items for body slots. With my division now a character could get to a magic items collection such as this:</p><p></p><p>[code]Head: Helm of Wisdom (Wisdom)</p><p>Eyes: Goggles of Intelligence (Intelligence)</p><p>Neck: Amulet of Mighty Fists (unarmed enhancement)</p><p>Torso: Vest pf Natural Armor (natural armor)</p><p>Body: Robe of Force Armor (armor)</p><p>Waist: Belt of Constitution (Constitution)</p><p>Shoulders: Cloak of Charisma (Charisma)</p><p>Arms: Bracers of Strength (Strength)</p><p>Hands: Gloves of Dexterity (Dexterity)</p><p>Finger 1: Ring of Protection (deflection and saves)</p><p>Finger 2: Anything (ex: Ring of Freedom of Movement)</p><p>Feet: Anything (ex: Boots of Speed)[/code]</p><p></p><p>Now I can have, for example, a druid with improvement to Charisma and Saves; Str and Dex and Armor; Con and Wis and Natural Armor and Unarmed Attacks. Do you get the point?</p><p>(also I think there was no real reason for splitting Gauntlets of Ogre Power and Belt of Giant Strength; other than the Hammer of Thunderbolts)</p><p></p><p><strong>About the prices:</strong></p><p>I was reasoning that +1AC = +1Attack = +2Damage = +2DR = +1HP/level = +1Saves. Maybe I will lower the price for Natural Armor and Deflection because of this. Enchanting the Amulet of Mighty Fists would be like enchanting a double-weapon. <u>Anyway, I liked your suggestion of "base + 1-5" for Robe of Force Armor.</u></p><p></p><p><strong>About Saves:</strong></p><p>My idea was to have a system where the range for base save bonuses is still +0 to +12 (1st to 20th level) even if multiclassing. That way, the DCs for saving throws against all the spells and monster special abilites could remain the same. The system hasn't changed very much. The big difference is that characters won't get ridiculously high base saves for multiclassing, nor will they get too low base saves (poor saves rise from +6 to +10 at 20th level).</p><p></p><p><strong>About Skills:</strong></p><p>My idea was to have a system where the range for skill ranks is still 0 to 23 (1st to 20th level). That way, the DCs for skill checks could remain the same. The system hasn't changed very much. The big difference is that tracking skill points is a lot easier, and leveling up multiclass characters faster. Also skill ranks are somewhat more ballanced now. Characters won't anymore have like 0 ranks on Knowledges and 23 ranks on social skills. Every skill improves at least a llittle over the 20 levels.</p><p></p><p><strong>About AC and Base Attack Bonuses:</strong></p><p>I don't really want to mess up too much with that. In my games at least, the original 3.5e system has worked well so far. Changing that would mean also a lot of changes to the more than a hundred monsters statistics, wich I'm not willing to write up. Anyhow, I am thinking about including a rule for a Defense Bonus (equal to 1/2 character level) that does not stack with armor bonuses (use only the higher bonus). This would help making characters like Conan (that fights even without a shirt for armor), and would also help DMs not having to toss magic armor to every minor NPC.</p><p></p><p><strong>Resuming:</strong></p><p>I like some of the ideas of 4th edition, but still want to use a system closer to the 3.5 edition. Anyway, thanks for the reply.</p></blockquote><p></p>
[QUOTE="Gandhi39, post: 5154903, member: 89316"] Hi, Bladesinger. Thanks for the feedback. Let me explain the reasons (metanalysis) of my changes. [B]Let's start with the magic items:[/B] First of all I wanted to eliminate some of the competitions of magic items for body slots. With my division now a character could get to a magic items collection such as this: [code]Head: Helm of Wisdom (Wisdom) Eyes: Goggles of Intelligence (Intelligence) Neck: Amulet of Mighty Fists (unarmed enhancement) Torso: Vest pf Natural Armor (natural armor) Body: Robe of Force Armor (armor) Waist: Belt of Constitution (Constitution) Shoulders: Cloak of Charisma (Charisma) Arms: Bracers of Strength (Strength) Hands: Gloves of Dexterity (Dexterity) Finger 1: Ring of Protection (deflection and saves) Finger 2: Anything (ex: Ring of Freedom of Movement) Feet: Anything (ex: Boots of Speed)[/code] Now I can have, for example, a druid with improvement to Charisma and Saves; Str and Dex and Armor; Con and Wis and Natural Armor and Unarmed Attacks. Do you get the point? (also I think there was no real reason for splitting Gauntlets of Ogre Power and Belt of Giant Strength; other than the Hammer of Thunderbolts) [B]About the prices:[/B] I was reasoning that +1AC = +1Attack = +2Damage = +2DR = +1HP/level = +1Saves. Maybe I will lower the price for Natural Armor and Deflection because of this. Enchanting the Amulet of Mighty Fists would be like enchanting a double-weapon. [U]Anyway, I liked your suggestion of "base + 1-5" for Robe of Force Armor.[/U] [B]About Saves:[/B] My idea was to have a system where the range for base save bonuses is still +0 to +12 (1st to 20th level) even if multiclassing. That way, the DCs for saving throws against all the spells and monster special abilites could remain the same. The system hasn't changed very much. The big difference is that characters won't get ridiculously high base saves for multiclassing, nor will they get too low base saves (poor saves rise from +6 to +10 at 20th level). [B]About Skills:[/B] My idea was to have a system where the range for skill ranks is still 0 to 23 (1st to 20th level). That way, the DCs for skill checks could remain the same. The system hasn't changed very much. The big difference is that tracking skill points is a lot easier, and leveling up multiclass characters faster. Also skill ranks are somewhat more ballanced now. Characters won't anymore have like 0 ranks on Knowledges and 23 ranks on social skills. Every skill improves at least a llittle over the 20 levels. [B]About AC and Base Attack Bonuses:[/B] I don't really want to mess up too much with that. In my games at least, the original 3.5e system has worked well so far. Changing that would mean also a lot of changes to the more than a hundred monsters statistics, wich I'm not willing to write up. Anyhow, I am thinking about including a rule for a Defense Bonus (equal to 1/2 character level) that does not stack with armor bonuses (use only the higher bonus). This would help making characters like Conan (that fights even without a shirt for armor), and would also help DMs not having to toss magic armor to every minor NPC. [B]Resuming:[/B] I like some of the ideas of 4th edition, but still want to use a system closer to the 3.5 edition. Anyway, thanks for the reply. [/QUOTE]
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