D&D-ism you would sacrifice?

And I'll still say that if you do this [remove wealth by level] without ditching the 'common, powerful magic items' trope, it's insane (or at least an invitation for highly unbalanced games).

Replace it with a way to estimate power due to wealth, and add that on top of a character's or possibly the party's level. The game shouldn't care whether your world is Dark Sun or Monty Haul's Wide World of Magic Shops With Monsters (MHWWMSWM), it should just make sure there are suitable challenges for characters, and give you the tools to quickly estimate what those are. Then the rule for giving out treasure moves from a schedule to "Do or do not, there is no should" without breaking the game.
 

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I would like to see clerics redone. The type of spells, weapons, armor, turning and healing decided by what god they serve.

I hate the cookie cutter approach that all clerics have now.

A cleric of Pelor would look and act differently than a cleric of St Cuthbert.
 

I would like to see clerics redone. The type of spells, weapons, armor, turning and healing decided by what god they serve.

I hate the cookie cutter approach that all clerics have now.

Me too. In 3.5 I made a base class that was a mix of Paladin, Favored Soul, and Pious Templar. It chose 3 domains, and those domains made up its spell list (up to 9th levels spells but a slow progression and limited slots per day), used its deity's favored weapon, and expanded on the True Believer feat to accomplish things like granting visions of its deity. Definitely a stop gap, but the limited yet varied spell lists alone made each one far more diverse than typical clerics or paladins.

The idea of domains has so much potential to move toward this goal without needing a separate class for every single deity, I'm a little sad both 3.5 and 4e didn't do more with it.
 
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Actually this has some cool implications for world building. What if you have a world where harsh terrain makes travel very difficult or impossible between certain regions? What people think is "planar travel" is actually just teleportation between different parts of the world.

Yeah for all general purposes the moon or the center of the earth or an underwater city is as hard to travel to as a plane.
 


I would like to see clerics redone. The type of spells, weapons, armor, turning and healing decided by what god they serve.
Now this is one where the publisher/designer is more than welcome to do the heavy lifting for me. :)

I sort-of tried something like this, in a very minor way, for my last campaign; and it took a ridiculous amount of work just to come up with deity-specific versions of all the spells. After that, I gave up on it.
A cleric of Pelor would look and act differently than a cleric of St Cuthbert.
Agreed. Keep in mind, however, that this takes one class "Cleric" and essentially divides it into x classes each called "Cleric - [deity]", where x is the number of deities in your game world. And if you have different types of Cleric to each deity - for example, if some deities support War Clerics as well as Normal Clerics - well, have fun with that. :)

Lanefan
 

I would like to see clerics redone. The type of spells, weapons, armor, turning and healing decided by what god they serve.

I hate the cookie cutter approach that all clerics have now.

A cleric of Pelor would look and act differently than a cleric of St Cuthbert.

Excellent suggestion, i would have tossed some xp your way but apparently I am not spreading the love sufficiently. I think 2E had something like this called specialty priests.
 


The type of spells, weapons, armor, turning and healing decided by what god they serve.
I do this in part in 3e by having spontaneous divine casters and by having their domains serve as a large part of their spell list. They can still pick some general use spells but they can't have all spells. It individualizes them much more.
 

I would like to see clerics redone. The type of spells, weapons, armor, turning and healing decided by what god they serve.

I hate the cookie cutter approach that all clerics have now.

A cleric of Pelor would look and act differently than a cleric of St Cuthbert.

I'd consider going one further, and removing the Cleric entirely. Indeed, all "Leader"/support classes could be considered for the chop.

That does lead to a potential issue with access to healing, but then there's a really strong argument for making healing something that all characters can do. (Well, out-of-combat healing, anyway...) Whether that's done by healing surges, rituals, or some other mechanism is another debate.
 

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