Mercule
Adventurer
1. character classes (Characters are all skill-based.)
- For better or worse, D&D will always have Classes. I think what we may see are something like the professions for d20 Modern (_if_ anything). I was among those who decried class/level based systems, but the multiclassing and skill systems in 3E have made me quite happy. 3E classes balance flexibility, power scaling, and simplicity quite nicely.
2. attacks of opportunity
- I'd be very disappointed if AoOs went away. I think they're great. Honestly, I don't see what all the confusion is about. Other than a couple of minor issues (casters/archers 5' stepping before casting a spell, etc.) the rules are quite intuitive and easy to use.
3. a division between arcane and divine spells (There's a single, unified spell list.)
- Talk about a bad idea for D&D. The wizard and cleric are fundamentally different in concept in D&D. They must have separate lists.
Now, I do generally dislike the Vancian system. It makes a _lot_ of sense coming from a wargame origin and I can't fault Mr. Gygax for it's inclusion in the original game. On the other hand, it really tends to blow my suspension of disbelief if I ponder it too much. I don't think everyone can be pleased with any system. I prefer fatigue-based casting, someone else might like hit or miss skill casting, and some people actually like the Vancian system.
I think this is where the OGL comes in. The standard will probably remain Vancian. I think a couple of well-balanced, non-setting specific alternatives will emerge and many people will use those in their games. I know I'd pay $20+ dollars for a well thought out system that met my needs. Unfortunately, there's going to be a lot of drek to sort through before we arrive at 2 or 3 good solutions.
4. alignment
- This will always be there. At its simplest, D&D involves paladins and like-minded heroes mowing through categorically evil adversaries, saving the world from evil without the need to consider the morality of their own actions. You need absolute labels of Good and Evil to do that. Honestly, anyone who is capable of handling the other aspects of a morally gray game is more than mature enough to ignore a rule that takes up one page in the PH.
- For better or worse, D&D will always have Classes. I think what we may see are something like the professions for d20 Modern (_if_ anything). I was among those who decried class/level based systems, but the multiclassing and skill systems in 3E have made me quite happy. 3E classes balance flexibility, power scaling, and simplicity quite nicely.
2. attacks of opportunity
- I'd be very disappointed if AoOs went away. I think they're great. Honestly, I don't see what all the confusion is about. Other than a couple of minor issues (casters/archers 5' stepping before casting a spell, etc.) the rules are quite intuitive and easy to use.
3. a division between arcane and divine spells (There's a single, unified spell list.)
- Talk about a bad idea for D&D. The wizard and cleric are fundamentally different in concept in D&D. They must have separate lists.
Now, I do generally dislike the Vancian system. It makes a _lot_ of sense coming from a wargame origin and I can't fault Mr. Gygax for it's inclusion in the original game. On the other hand, it really tends to blow my suspension of disbelief if I ponder it too much. I don't think everyone can be pleased with any system. I prefer fatigue-based casting, someone else might like hit or miss skill casting, and some people actually like the Vancian system.
I think this is where the OGL comes in. The standard will probably remain Vancian. I think a couple of well-balanced, non-setting specific alternatives will emerge and many people will use those in their games. I know I'd pay $20+ dollars for a well thought out system that met my needs. Unfortunately, there's going to be a lot of drek to sort through before we arrive at 2 or 3 good solutions.
4. alignment
- This will always be there. At its simplest, D&D involves paladins and like-minded heroes mowing through categorically evil adversaries, saving the world from evil without the need to consider the morality of their own actions. You need absolute labels of Good and Evil to do that. Honestly, anyone who is capable of handling the other aspects of a morally gray game is more than mature enough to ignore a rule that takes up one page in the PH.