d20M bits I hope to see in 3eRev

buzz

Adventurer
Sorry to start yet another revised 3e thread, but I figured this was different enough, and I was going to post about this even if I hadn't heard the news.

The bits from d20M I'd like to see show up in a 3e revision:

1. Delay. So glad they eliminated the -10 thing and simplified the rule.

2. Stabilize. I really prefer the idea of making a Fort save to stabilize to the flat 10% in 3e.

3. Jump. Making Jump a normal skill check versus a distance DC makes a lot more sense to me than the original "roll to see how much voer 10 feet you jump" thing.

4. Extended skill descriptions. I really like the "Try again?" entries and the specifics about what type of action each skill is. I also like that a lot of 3e "options" (like using Hide to shadow people) made it into core skill descriptions.

5. General clarity. This was also true of Cthulhu d20; more recent books have simply explained a lot of problematic areas (like AoO's) a lot more clearly and succinctly.

Anyway, those are my thoughts.
 

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Oh, yeah...

This isn't a d20M thing, but I hope SKill Focus gets bumped up to +3 (known as Skill Emphasis in other d20 games).
 

Some of the 3e skills are also superflous, IMO, relative to d20 Modern. Sleight of Hand is so much better than Pick Pocket, Navigate so much better than Intuit Direction, Animal Empathy pretty much was superflous, etc.
 

COmmand

I sort of like that the Command spell in d20M has specific commands listed with it, too. No more wondering what you could and could not use (e.g., sets aside debates about the command "Suicide!" :D ).

More random thoughts...
 

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