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D&D3 minus some rules
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<blockquote data-quote="karlindel" data-source="post: 4834099" data-attributes="member: 27103"><p>I have to say that I think it's a silly argument, inasmuch as any of those things pulled away from AD&D would have similar issues, i.e. it would change the way the classes balanced against one another if you didn't make some minor adjustments to account for it. A slightly better argument would be to ask how much work it would take to these systems to make them rules-light in play.</p><p></p><p>As far as grappling, some monsters can be better off not using improved grab when they have it. I don't think removing grappling from 3E is a problem for the monsters, so if none of the players use it, you can remove it with no problems.</p><p></p><p>Ability score damage is easily handled by not using or allowing anything that causes it. I didn't use it often in any of my 3E games for that to matter. </p><p></p><p>Iterative attacks can be removed just as easily as you can remove the AD&D ability of fighters to master weapons and get extra attacks, i.e. it'll make the fighters weaker but otherwise won't hurt the system. It's trivial to adjust damage upward to account for a lack of iterative attacks, or to keep the multiple attack rolls by applying a single penalty to all attacks. As a quick example (actual numbers should probably be different to keep damage similar), at lvl 6 a full attack can be used to get two attacks at a -2 to hit each, at lvl 11 to get two attacks at normal bonus or three attacks at -2 to hit each, etc. </p><p></p><p>Feats can be removed if you don't like them, although it obviously will have a significant impact on class balance, but otherwise won't change the system. </p><p></p><p>Skills can be done away with if you don't like them, with the same impact having no non-weapon proficiencies and the rogue's percentile skills would have on an AD&D game. It's also easily replaced with a different system, such as something similar to 4E with static bonuses to all skills and training for additional bonuses, or a simple AD&D-esque roll under your stat rule.</p><p></p><p></p><p>In summary, it's just as easy to remove or modify things in 3E to suit your tastes as it was to do it in AD&D. I've had several friends use the d20 system as a basis for personal systems designed to have a more "old school" feel to them.</p></blockquote><p></p>
[QUOTE="karlindel, post: 4834099, member: 27103"] I have to say that I think it's a silly argument, inasmuch as any of those things pulled away from AD&D would have similar issues, i.e. it would change the way the classes balanced against one another if you didn't make some minor adjustments to account for it. A slightly better argument would be to ask how much work it would take to these systems to make them rules-light in play. As far as grappling, some monsters can be better off not using improved grab when they have it. I don't think removing grappling from 3E is a problem for the monsters, so if none of the players use it, you can remove it with no problems. Ability score damage is easily handled by not using or allowing anything that causes it. I didn't use it often in any of my 3E games for that to matter. Iterative attacks can be removed just as easily as you can remove the AD&D ability of fighters to master weapons and get extra attacks, i.e. it'll make the fighters weaker but otherwise won't hurt the system. It's trivial to adjust damage upward to account for a lack of iterative attacks, or to keep the multiple attack rolls by applying a single penalty to all attacks. As a quick example (actual numbers should probably be different to keep damage similar), at lvl 6 a full attack can be used to get two attacks at a -2 to hit each, at lvl 11 to get two attacks at normal bonus or three attacks at -2 to hit each, etc. Feats can be removed if you don't like them, although it obviously will have a significant impact on class balance, but otherwise won't change the system. Skills can be done away with if you don't like them, with the same impact having no non-weapon proficiencies and the rogue's percentile skills would have on an AD&D game. It's also easily replaced with a different system, such as something similar to 4E with static bonuses to all skills and training for additional bonuses, or a simple AD&D-esque roll under your stat rule. In summary, it's just as easy to remove or modify things in 3E to suit your tastes as it was to do it in AD&D. I've had several friends use the d20 system as a basis for personal systems designed to have a more "old school" feel to them. [/QUOTE]
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