Overall I like the dnd system but would like to see a little more meat added to it for realism and seperation of classes so your guy feels more unique.
Ideas
1. At level 2 and every level there after you get 1 skill point to put in any skill the DM approves that you have used during that level. So at 10th level you would have 9 extra skill points. A sub rule to this would be these bonus points cant be more then 1/2 your level in one skill. So at 11th level you couldnt have more then 5 bonus points in any one skill. Right now you could have two people with the same stat and trained in a skill. At 11th level one is very focussed on that skill (religion for example) while the other merely dables in it. Game wise they still both have the same chance of success.
2. For every death check you have (meaning failed death check), u have a minus that number to all rolls and defenses until you have an extended rest.
Example: Bob the Rogue is knocked to -3 and the first two rounds he is down he fails his death check. The following round the healer gets him back up. Until he gets an extended rest Bob is at -2 to every roll. Kind of the effect of being that close to death.
3. When you are brought back from being unconcious you are considered dazed. Save ends. I hate when a guy gets knocked below zero, gets a heal, on his turn stands up, does an encounter power attack, minor heal, action point daily power. The negatives to rolls from rule 2 would apply to this also of course.
I also think there is some decent roleplay quality to the hero just getting to his feet and staggering around trying to fight as he continues to be dazed.
4. When doing a range attack on a person. Your allies provide cover for the target if they are adjacent to the target. If enemies block the path completely and are adjacent to the target they provide superior cover.
Why the change
a. Realism it is silly how it is now.
b. tactically is makes range even more over powered and on the other side does not allow ways for people to protect their allies.
Example. The great necro lich the party has finally found in the deep crypts. The lich has 20 minions trying to protect him from the oncoming attack. The players need hold the line and let their range beat on the lich at a mere -2 to hit.
Tactically if the lich wants to keep the front flank completely blocked by adjacent enemies, I think he should have more of a benefit. This goes for the players protecting their healer. A smart group of band guys would just range fire the healer down first and the tank can do really nothing about it.
Ideas
1. At level 2 and every level there after you get 1 skill point to put in any skill the DM approves that you have used during that level. So at 10th level you would have 9 extra skill points. A sub rule to this would be these bonus points cant be more then 1/2 your level in one skill. So at 11th level you couldnt have more then 5 bonus points in any one skill. Right now you could have two people with the same stat and trained in a skill. At 11th level one is very focussed on that skill (religion for example) while the other merely dables in it. Game wise they still both have the same chance of success.
2. For every death check you have (meaning failed death check), u have a minus that number to all rolls and defenses until you have an extended rest.
Example: Bob the Rogue is knocked to -3 and the first two rounds he is down he fails his death check. The following round the healer gets him back up. Until he gets an extended rest Bob is at -2 to every roll. Kind of the effect of being that close to death.
3. When you are brought back from being unconcious you are considered dazed. Save ends. I hate when a guy gets knocked below zero, gets a heal, on his turn stands up, does an encounter power attack, minor heal, action point daily power. The negatives to rolls from rule 2 would apply to this also of course.
I also think there is some decent roleplay quality to the hero just getting to his feet and staggering around trying to fight as he continues to be dazed.
4. When doing a range attack on a person. Your allies provide cover for the target if they are adjacent to the target. If enemies block the path completely and are adjacent to the target they provide superior cover.
Why the change
a. Realism it is silly how it is now.
b. tactically is makes range even more over powered and on the other side does not allow ways for people to protect their allies.
Example. The great necro lich the party has finally found in the deep crypts. The lich has 20 minions trying to protect him from the oncoming attack. The players need hold the line and let their range beat on the lich at a mere -2 to hit.
Tactically if the lich wants to keep the front flank completely blocked by adjacent enemies, I think he should have more of a benefit. This goes for the players protecting their healer. A smart group of band guys would just range fire the healer down first and the tank can do really nothing about it.