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<blockquote data-quote="Lanefan" data-source="post: 3664867" data-attributes="member: 29398"><p>Note that not all the following changes are/were mine; they've been a 25+ year group effort.</p><p></p><p>Weapon speed, weapon-vs.-armour-type, Barbarian as a class, ExP-for-treasure-found, action must be stated before beginning of each combat round, 10-segment rounds for casting times (made 'em 6-segments to agree with the initiative system), various useless spells, Bards as written, psyonics as written, lots of class-race level limits, two-classing, Clerical spell memorization, ability for one character to function in 3+ classes, Elf auto-proficiencies in sword and bow regardless of class, etc.</p><p></p><p>**Added question** What have you changed in past editions of the rules?</p><p></p><p>Re-designed psyonics (several times), made Bard a core class, went to a spell-point system (and am in process of changing that again, to more like how the 3e Sorceror works), tweaked effects of various spells, redesigned Monks from the ground up, sped up level advancement somewhat (to account for no ExP for treasure), allowed humans to multi-class, put Cavaliers on d10 hit dice, tweaked to-hit table, tweaked turning-undead table, expanded and tweaked item saving throw matrix, made half- races into part- races to allow for greater genetic variability, gave level-gaining ability to all sorts of monsters, shield gives 2 AC instead of 1, multiple actions get their own initiatives e.g. two melee swings in a round from the same character get separate init. rolls, initiative is re-rolled each round, *lots* more.</p><p></p><p>**Added question** What have you added to past editions of the rules?</p><p></p><p>Necromancer as a core class, critical hit and fumble tables, body-fatigue points (hit point system strikingly similar to SW's wound-vitality points but predates it by 20+ years), racial taints, various spells, wild magic surge effect tables and chances, all sorts of magic items and functions, magic herbs, strength bonuses to hit and damage for all monsters that deserve such, Barbarian as a sub-race of human, Arctic elf as a sub-race of elf, Clerics may and must be proficient in deity's weapon of choice even if such is otherwise normally banned, lots more.</p><p>Haven't DM'ed this edition but I've played it; if I ever were to try DM-ing it the rules'd never know what hit 'em, and by the time I got done it'd look suspiciously 1e-like in many ways. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Outright remove? Not sure. There's a friggin' boatload of things I'd like to see changed and some of those involve massive reductions e.g. whittle 1000+ prestige classes down to about 8...but I can't think of what I'd remove completely.</p><p>Anything that forces the use of either miniatures or a computer to play the game. I use both, but others don't; I'd prefer that choice remain.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3664867, member: 29398"] Note that not all the following changes are/were mine; they've been a 25+ year group effort. Weapon speed, weapon-vs.-armour-type, Barbarian as a class, ExP-for-treasure-found, action must be stated before beginning of each combat round, 10-segment rounds for casting times (made 'em 6-segments to agree with the initiative system), various useless spells, Bards as written, psyonics as written, lots of class-race level limits, two-classing, Clerical spell memorization, ability for one character to function in 3+ classes, Elf auto-proficiencies in sword and bow regardless of class, etc. **Added question** What have you changed in past editions of the rules? Re-designed psyonics (several times), made Bard a core class, went to a spell-point system (and am in process of changing that again, to more like how the 3e Sorceror works), tweaked effects of various spells, redesigned Monks from the ground up, sped up level advancement somewhat (to account for no ExP for treasure), allowed humans to multi-class, put Cavaliers on d10 hit dice, tweaked to-hit table, tweaked turning-undead table, expanded and tweaked item saving throw matrix, made half- races into part- races to allow for greater genetic variability, gave level-gaining ability to all sorts of monsters, shield gives 2 AC instead of 1, multiple actions get their own initiatives e.g. two melee swings in a round from the same character get separate init. rolls, initiative is re-rolled each round, *lots* more. **Added question** What have you added to past editions of the rules? Necromancer as a core class, critical hit and fumble tables, body-fatigue points (hit point system strikingly similar to SW's wound-vitality points but predates it by 20+ years), racial taints, various spells, wild magic surge effect tables and chances, all sorts of magic items and functions, magic herbs, strength bonuses to hit and damage for all monsters that deserve such, Barbarian as a sub-race of human, Arctic elf as a sub-race of elf, Clerics may and must be proficient in deity's weapon of choice even if such is otherwise normally banned, lots more. Haven't DM'ed this edition but I've played it; if I ever were to try DM-ing it the rules'd never know what hit 'em, and by the time I got done it'd look suspiciously 1e-like in many ways. :) Outright remove? Not sure. There's a friggin' boatload of things I'd like to see changed and some of those involve massive reductions e.g. whittle 1000+ prestige classes down to about 8...but I can't think of what I'd remove completely. Anything that forces the use of either miniatures or a computer to play the game. I use both, but others don't; I'd prefer that choice remain. Lanefan [/QUOTE]
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