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<blockquote data-quote="Remathilis" data-source="post: 800140" data-attributes="member: 7635"><p>I never got a chance to loolk at the first Adventure Game, but if I was a gambling man, I'd bet on these. </p><p></p><p>All 11 classes, 3.5 revised as necessary. Better compatability with the larger game, allows for the "archetypes" needed for newer players to latch onto. (Well, we may disagree on what a barbarian is, most middle-High School students will accept a raging wildman.) Obviously, they would be trimmed down from un-necessary rules, and probably stop advancement at 6th level. (Why 6th, first secondary attack for warriors, 3rd level magic for sorcerers)</p><p></p><p>All 7 races, but trimmed down as needed. </p><p></p><p>Skills: The "dungeon skills" plus some RP ones. Balance, Jump, Tumble, Search, Spot, Listen, Disable Device, Climb, Swim, Open Lock, Sleight of Hand, Survival, Hide, Move Silent, Diplomacy, Bluff, Sense Movtive and Intimidate. (This pretty much removes crarft, knowledge, professon, and a handful of cool but restricted skills)</p><p></p><p>Feats: Good-bye to mounted combat, item creation, most meta-magic, Improved Move feats (Imp Bullrush), Whirlwind atk, etc. This leaves simple feats that add to abilities directly as apposed to giving complex ones or avoiding AoO. See below.</p><p></p><p>Combat: No AoO. The exception is for spellcasters casting, like it was in older D&D. Most of the combat manuevers wouldn't grant AoOs, so feats to avoid them are null. Simplefy ala 3.5 wherever possible. </p><p></p><p>Spells: A descent mix of 0-3rd level spells for most caster classes. To save room, rangers get A spell off the druid list, paladin get a spell off the cleric list. Simplify spells as needed (no M components, for example)</p><p></p><p>Equip: Stick with classic weapons + a few exotics. </p><p></p><p>Monsters: A fine array of CR 1/2- 7. Dimishing of course, but at least most of the classic baddies from myth and stories.</p><p></p><p>Magic Items: Probably nothing not on the minor tables.</p><p></p><p>Gods: Ignore deities for clerics, or use some good ones (alignment) from the PHB.</p><p></p><p>Look: I think the looking is going to a softer dungeon-punk, not as crazy, but unique. Something Realmslike (which is nice) over the classic hardline. </p><p></p><p>Lets see if I'm right!</p></blockquote><p></p>
[QUOTE="Remathilis, post: 800140, member: 7635"] I never got a chance to loolk at the first Adventure Game, but if I was a gambling man, I'd bet on these. All 11 classes, 3.5 revised as necessary. Better compatability with the larger game, allows for the "archetypes" needed for newer players to latch onto. (Well, we may disagree on what a barbarian is, most middle-High School students will accept a raging wildman.) Obviously, they would be trimmed down from un-necessary rules, and probably stop advancement at 6th level. (Why 6th, first secondary attack for warriors, 3rd level magic for sorcerers) All 7 races, but trimmed down as needed. Skills: The "dungeon skills" plus some RP ones. Balance, Jump, Tumble, Search, Spot, Listen, Disable Device, Climb, Swim, Open Lock, Sleight of Hand, Survival, Hide, Move Silent, Diplomacy, Bluff, Sense Movtive and Intimidate. (This pretty much removes crarft, knowledge, professon, and a handful of cool but restricted skills) Feats: Good-bye to mounted combat, item creation, most meta-magic, Improved Move feats (Imp Bullrush), Whirlwind atk, etc. This leaves simple feats that add to abilities directly as apposed to giving complex ones or avoiding AoO. See below. Combat: No AoO. The exception is for spellcasters casting, like it was in older D&D. Most of the combat manuevers wouldn't grant AoOs, so feats to avoid them are null. Simplefy ala 3.5 wherever possible. Spells: A descent mix of 0-3rd level spells for most caster classes. To save room, rangers get A spell off the druid list, paladin get a spell off the cleric list. Simplify spells as needed (no M components, for example) Equip: Stick with classic weapons + a few exotics. Monsters: A fine array of CR 1/2- 7. Dimishing of course, but at least most of the classic baddies from myth and stories. Magic Items: Probably nothing not on the minor tables. Gods: Ignore deities for clerics, or use some good ones (alignment) from the PHB. Look: I think the looking is going to a softer dungeon-punk, not as crazy, but unique. Something Realmslike (which is nice) over the classic hardline. Lets see if I'm right! [/QUOTE]
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