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David Noonan on D&D Complexity
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<blockquote data-quote="Gold Roger" data-source="post: 3122742" data-attributes="member: 33904"><p>Waht exactly do you mean. How I would change to be more streamlined/easier to use?</p><p></p><p>If that's what you mean, some of the stuff I'm thinking of:</p><p></p><p>1) Definitely reduce the durations on buffs to those that last for one encounter/part of one encounter and long duration buffs that last all day. I see no reson why the duration of beneficial spells should be measured by caster level. (I actually suggested a system for this only a few weeks ago). Also definitely put a limit on the number of beneficial effects that can be on one person at a time.</p><p></p><p></p><p>2) Drastically reduce the number of conditions. Do we really need shaken and sickenend (which are almost the same). Stunned, nauseated, dazed and paralyzed? Frightenend and paniced? Dazzled? Fatigued and exhausted?</p><p></p><p>The current number of conditions is extremely hard to remember. And it only gets worse when people start to be affected by multiple at the same time.</p><p></p><p>But I just don't think we need all these conditions, because many could be folded together and distinguished purely by flavor (One can be stunned by nausea or fear).</p><p></p><p></p><p>3)Reduce the amount of named boni. The nothing with the same name stacks rule is pure genious. Until you've got 10+ types of boni on every stat. Different flavor shouldn't authomatically mean it's a different bonus.</p><p></p><p></p><p>4) Give all spellcasters some at will abilities, which allows the following change to happen:</p><p></p><p>Drastically reduce the number of spells per day. This means sometimes a spellcaster casts only one spell per combat. More or less remove spell level and let any slot used for any spell, make all spells scale equally by level, but open up certain effects not before a certain levels.</p><p></p><p></p><p>5) Introduce certain currently non-core options that ease play to the core. For example sudden and immediate spell.</p><p></p><p>Why? They are easy to use and intuitive. I hate to use protection from Energy. But Energy Aegis (PHB2) is a great example how extra options can indeed easen up your games. No forecasting, no keeping track of duration and energy type, no dispelling, no foreplanning. Just scrap the spellslot and reduce the damage.</p><p></p><p></p><p>6) The combat maneuvers definitely need streamlining. But I haven't spend enough thought on that issue yet.</p></blockquote><p></p>
[QUOTE="Gold Roger, post: 3122742, member: 33904"] Waht exactly do you mean. How I would change to be more streamlined/easier to use? If that's what you mean, some of the stuff I'm thinking of: 1) Definitely reduce the durations on buffs to those that last for one encounter/part of one encounter and long duration buffs that last all day. I see no reson why the duration of beneficial spells should be measured by caster level. (I actually suggested a system for this only a few weeks ago). Also definitely put a limit on the number of beneficial effects that can be on one person at a time. 2) Drastically reduce the number of conditions. Do we really need shaken and sickenend (which are almost the same). Stunned, nauseated, dazed and paralyzed? Frightenend and paniced? Dazzled? Fatigued and exhausted? The current number of conditions is extremely hard to remember. And it only gets worse when people start to be affected by multiple at the same time. But I just don't think we need all these conditions, because many could be folded together and distinguished purely by flavor (One can be stunned by nausea or fear). 3)Reduce the amount of named boni. The nothing with the same name stacks rule is pure genious. Until you've got 10+ types of boni on every stat. Different flavor shouldn't authomatically mean it's a different bonus. 4) Give all spellcasters some at will abilities, which allows the following change to happen: Drastically reduce the number of spells per day. This means sometimes a spellcaster casts only one spell per combat. More or less remove spell level and let any slot used for any spell, make all spells scale equally by level, but open up certain effects not before a certain levels. 5) Introduce certain currently non-core options that ease play to the core. For example sudden and immediate spell. Why? They are easy to use and intuitive. I hate to use protection from Energy. But Energy Aegis (PHB2) is a great example how extra options can indeed easen up your games. No forecasting, no keeping track of duration and energy type, no dispelling, no foreplanning. Just scrap the spellslot and reduce the damage. 6) The combat maneuvers definitely need streamlining. But I haven't spend enough thought on that issue yet. [/QUOTE]
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