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Five things that would change the game forever
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<blockquote data-quote="The_Gneech" data-source="post: 2382426" data-attributes="member: 6779"><p>Heh ... I remember when "THAC0" was a newfangled idea, and <em>D&D</em> had been chugging along fine without it for years.</p><p></p><p>What makes <em>D&D</em>? Honestly, for me, it's:</p><p></p><p>*The Dungeon. Other games have adventure locations, some of them even have underground complexes from time to time. But <em>D&D</em> is the only game I've played where sooner or later, geometrically-shaped rooms on graph paper is always a major part of the gameplay.</p><p></p><p>*Iconic Monsters. Beholders, mind flayers, carrion crawlers, kobolds, drow, green rubbery trolls with broccoli for hair ... these things let you know you're playing <em>D&D</em> rather than, say, <em>Tunnels and Trolls</em>.</p><p></p><p>Anything else, as far as I'm concerned, is up for grabs. You could run a game using <em>Fantasy HERO</em> in which the characters go down into a Dungeon and fight beholders -- I'd think of that as <em>D&D</em>, and sign me up!</p><p></p><p>My own personal list of things I'd love to see gone from <em>D&D</em> forever is pretty straightforward:</p><p></p><p>*You Are What You Wear. <em>D&D</em> is way too gear-dependent for my tastes. I like class-based Defense Bonus; I like the <em>Conan d20</em> method of having stats go up across the board instead of having to wear a <em>headband of intellect</em> and a <em>periapt of wisdom</em> and <em>gauntlets of ogre power</em> and a <em>ring of dexterity</em> and a <em>belt of constitution</em> and a <em>cloak of charisma</em> and half-a-dozen <em>ioun stones</em> whizzing around your head.</p><p></p><p>*Vancian Magic. I'd love to see that cow made into Sacred Hamburger.</p><p></p><p>One other thing I'd like to see is magic <em>scaling</em> better. <em>Magic missile</em> is a good example: it's a first level spell, but it's just as useful at 9th, as opposed to <em>sleep</em> or <em>cure light wounds</em>, which rapidly become useless just a few levels down the road. Who needs five versions of <em>cure X wounds</em>? Just make a single <em>cure</em> spell that levels up with the caster.</p><p></p><p> -The Gneech <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /></p></blockquote><p></p>
[QUOTE="The_Gneech, post: 2382426, member: 6779"] Heh ... I remember when "THAC0" was a newfangled idea, and [i]D&D[/i] had been chugging along fine without it for years. What makes [i]D&D[/i]? Honestly, for me, it's: *The Dungeon. Other games have adventure locations, some of them even have underground complexes from time to time. But [i]D&D[/i] is the only game I've played where sooner or later, geometrically-shaped rooms on graph paper is always a major part of the gameplay. *Iconic Monsters. Beholders, mind flayers, carrion crawlers, kobolds, drow, green rubbery trolls with broccoli for hair ... these things let you know you're playing [i]D&D[/i] rather than, say, [i]Tunnels and Trolls[/i]. Anything else, as far as I'm concerned, is up for grabs. You could run a game using [i]Fantasy HERO[/i] in which the characters go down into a Dungeon and fight beholders -- I'd think of that as [i]D&D[/i], and sign me up! My own personal list of things I'd love to see gone from [i]D&D[/i] forever is pretty straightforward: *You Are What You Wear. [i]D&D[/i] is way too gear-dependent for my tastes. I like class-based Defense Bonus; I like the [i]Conan d20[/i] method of having stats go up across the board instead of having to wear a [i]headband of intellect[/i] and a [i]periapt of wisdom[/i] and [i]gauntlets of ogre power[/i] and a [i]ring of dexterity[/i] and a [i]belt of constitution[/i] and a [i]cloak of charisma[/i] and half-a-dozen [i]ioun stones[/i] whizzing around your head. *Vancian Magic. I'd love to see that cow made into Sacred Hamburger. One other thing I'd like to see is magic [i]scaling[/i] better. [i]Magic missile[/i] is a good example: it's a first level spell, but it's just as useful at 9th, as opposed to [i]sleep[/i] or [i]cure light wounds[/i], which rapidly become useless just a few levels down the road. Who needs five versions of [i]cure X wounds[/i]? Just make a single [i]cure[/i] spell that levels up with the caster. -The Gneech :cool: [/QUOTE]
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