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D&D Editions: Anybody Else Feel Like They Don't Fit In?
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<blockquote data-quote="Lanefan" data-source="post: 9621149" data-attributes="member: 29398"><p>It's not that hard to approach this from the other direction: start with the base* 1e chassis then strip out the complicated bits (e.g. weapon vs armour type and weapon speed), re-do initiative into something much simpler, pick one multiclassing system and have it apply to everyone, and make a few other minor tweaks e.g. removing gender-based stat modifiers and relaxing or eliminating demihuman level and-or class limits.</p><p></p><p>* - as in, pre-UA; be vee-ee-ee-ry careful when considering what (if anything) to add in from supplements released 1985 or later.</p><p></p><p>Specialty priests are one of those things that sound really good on paper but for a homebrew setting and-or pantheon represent a stupendous amount of work for the DM in order to a) implement in the first place and b) get right. My DM has gone down this road a bit by adding in a bunch of Cleric sub-types and then re-doing the spell lists for each, leading to a lot of "Whaddya mean my Cleric doesn't have [spell-X] that every Cleric has had from the dawn of time?!"</p><p></p><p>Kits and NWPs etc. start pushing the character-build side of the game farther forward than I'd want.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9621149, member: 29398"] It's not that hard to approach this from the other direction: start with the base* 1e chassis then strip out the complicated bits (e.g. weapon vs armour type and weapon speed), re-do initiative into something much simpler, pick one multiclassing system and have it apply to everyone, and make a few other minor tweaks e.g. removing gender-based stat modifiers and relaxing or eliminating demihuman level and-or class limits. * - as in, pre-UA; be vee-ee-ee-ry careful when considering what (if anything) to add in from supplements released 1985 or later. Specialty priests are one of those things that sound really good on paper but for a homebrew setting and-or pantheon represent a stupendous amount of work for the DM in order to a) implement in the first place and b) get right. My DM has gone down this road a bit by adding in a bunch of Cleric sub-types and then re-doing the spell lists for each, leading to a lot of "Whaddya mean my Cleric doesn't have [spell-X] that every Cleric has had from the dawn of time?!" Kits and NWPs etc. start pushing the character-build side of the game farther forward than I'd want. [/QUOTE]
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