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Five things that would change the game forever
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<blockquote data-quote="Li Shenron" data-source="post: 2379627" data-attributes="member: 1465"><p>1) even if I like the idea, I think alignment should stay in the game; it would be enough if it was made optional</p><p></p><p>2) this could be done, I don't see any reasons why not beside keeping the sacred cow of 3d6, which aren't 3 anymore btw</p><p></p><p>3) sometimes it bothers me some other times it doesn't... each spellcasting class has a separate magic after all (clerics and druids aren't completely compatible, they still have separate spell lists), so having "divine" and "arcane" just puts the classes together in groups with something in common</p><p></p><p>4) skills were one of the best addition of 3edition IMHO, but also this is the kind of thing that seems to change at every edition; I doubt that merging skills is a benefit, and I suspect that after doing so, there will be people who will want to split them again e.g. because they don't want to fully invest in hide & move silently but only in one of the two</p><p></p><p>5) like 2ed kits?</p><p></p><p>I'd add the following:</p><p></p><p>6) drop the rigid idea of "opposed elements" for elemental spells. They only origin from the fact that water puts out the fire & fire evaporates water. But earth doesn't suffocate air and air doesn't scatter earth. The concept is very weak, and there's no reason why someone who studies elements should be regularly forbidden to learn all of them.</p><p>At the same time, forever forget the idea of associating elements with energy typed damage, it just does NOT work unless you either change what are the elements and/or what are the energies; if they keep using Air+Water+Fire+Earth vs Fire+Acid+Sonic+Electricity+Cold, it will never match no matter how they try to fit them.</p><p></p><p>7) wizard specializations should not impose a complete ban on some schools, find out another sort of restriction instead; furthermore, make it so that specialization can be chosen later</p><p></p><p>8) spellbooks rules and 0gp material components should either be mandatory rules or otherwise got rid completely; IMXP they are just "forgotten" because most groups don't bother about them</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2379627, member: 1465"] 1) even if I like the idea, I think alignment should stay in the game; it would be enough if it was made optional 2) this could be done, I don't see any reasons why not beside keeping the sacred cow of 3d6, which aren't 3 anymore btw 3) sometimes it bothers me some other times it doesn't... each spellcasting class has a separate magic after all (clerics and druids aren't completely compatible, they still have separate spell lists), so having "divine" and "arcane" just puts the classes together in groups with something in common 4) skills were one of the best addition of 3edition IMHO, but also this is the kind of thing that seems to change at every edition; I doubt that merging skills is a benefit, and I suspect that after doing so, there will be people who will want to split them again e.g. because they don't want to fully invest in hide & move silently but only in one of the two 5) like 2ed kits? I'd add the following: 6) drop the rigid idea of "opposed elements" for elemental spells. They only origin from the fact that water puts out the fire & fire evaporates water. But earth doesn't suffocate air and air doesn't scatter earth. The concept is very weak, and there's no reason why someone who studies elements should be regularly forbidden to learn all of them. At the same time, forever forget the idea of associating elements with energy typed damage, it just does NOT work unless you either change what are the elements and/or what are the energies; if they keep using Air+Water+Fire+Earth vs Fire+Acid+Sonic+Electricity+Cold, it will never match no matter how they try to fit them. 7) wizard specializations should not impose a complete ban on some schools, find out another sort of restriction instead; furthermore, make it so that specialization can be chosen later 8) spellbooks rules and 0gp material components should either be mandatory rules or otherwise got rid completely; IMXP they are just "forgotten" because most groups don't bother about them [/QUOTE]
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