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<blockquote data-quote="Clay_More" data-source="post: 1796022" data-attributes="member: 9813"><p>Hey mate, just wanted to throw in my share of opinions.</p><p></p><p>"Damage reduction is 3.0 version." </p><p></p><p>I always considered the 3.5 DR to be one of the best aspects of the new edition, it makes alot more sense than the old. It seems silly that you are fighting a monster with 50/+12, and because you have a +11 weapon you might as well have had a scary wooden stick. The reduced DR and the ability of all magical weapons to overcome DR removes flavour. </p><p></p><p>"ETIQUETTE"</p><p></p><p>The rules about not saying HP makes alot of sense, same with alignment. The part about HP is something I wouldn't mind including in my own game, just never get around to it.</p><p></p><p>"RESURRECTION"</p><p></p><p>You might want to mention if this removes any penalties for using current spells. Does <em>Raise Dead</em> still reduce level by 1? </p><p></p><p>"ABILITY INCREASE"</p><p></p><p>Even though it is slightly more complicated than the normal rules for Ability Increases, I can see what you are trying to do with it, avoiding the über scores some characters have. I just think that the system will make it easy for all character to remove their really low scores quickly in the game. Since it so cheap to raise scores with negative modifiers, I think you might risk ending up with bland character very quickly, with no negative scores and no really high scores (unless items are worn, which are a far more normal thing used for gaining the really high Ability Scores).</p><p></p><p>"HIT POINTS"</p><p></p><p>This one is okay, its what I use myself and it works. </p><p></p><p>"CLASSES"</p><p></p><p>I think the change to the Cleric and Druid are both fair. That way, they can choose if they want to be the slightly combat heavy types they normally are (by choosing the Armor Feats with their bonus feat), or they can become more support characters (like the Cleric is in many computer games, for example). </p><p></p><p>The whole thing about the Fighter seems okay, didn't read through all feats really closely, but generally I have always thought that the Fighter, being the most versatile melee combatant, should be able to duplicate some of the abilities of the other classes (but not to the full extent). </p><p></p><p>The Paladin is okay, that ressurecting the mount causes the XP loss to be negated.</p><p></p><p>The Wizard's forced skill choice is okay, most people already keeps Knowledge (Arcana) maxed anyways. Most Wizards worth their salt will still have enough skill points to keep Spellcraft and Concentration maxed.</p><p></p><p>"SYNERGY BONUSES"</p><p></p><p>There was a discussion about this elsewhere in the forums. I think it seems only fair to increase synergy bonuses, but keep it a little bit lower to keep things even at really high levels. Perhaps simply +1 for every 10 ranks seems plausible. +2 at 5 ranks, +3 at 15. Otherwise skills with synergy bonus will be more unbalanced at Epic levels.</p><p></p><p>"DIPLOMACY"</p><p></p><p>I think its fair enough to remove Diplomacy and require roleplayers to roleplay the meetings they make. I use Diplomacy, but I simply add hefty bonuses/penalties according to how the players interact. </p><p></p><p>"KNOWLEDGE"</p><p></p><p>I think its a little bit too complicated to make Knowledge this heavy in use. Trying to identify an opponent monster or something wielded by an opponent will really slow things down. What was wrong with simply determining the success based on the roll?</p><p></p><p>"TOUGHNESS"</p><p></p><p>Is slightly vague in its wording, simply state "one bonus HP per level"</p><p></p><p>"TUMBLE"</p><p></p><p>Erm, should be in skills. </p><p></p><p>"WEAPON FINESSE"</p><p></p><p>When you state it is a rule, not a feat, do you mean all weapon use DEX to determine their "to hit" bonus?</p><p></p><p>"EQUIPMENT"</p><p></p><p>The nerf-down on Vorpal is fair enough. Nothing else to really say.</p><p></p><p>"COMBAT"</p><p></p><p>The rules for dying seems okay. I use a rule in my own game that every round you roll 1d20 and 20 or above stop you from bleeding. You add your Con Mod to the roll, so high Con characters have a far bigger chance of stopping bleeding. (a characterwith 20 Con stops bleeding on a roll of 14 to 20). Also, all Dwarves and Half-Orcs have a +1 bonus to their roll.</p><p></p><p>I am a little bit unable to figure out the exact rules you use about initiative. The fact that the system might require combat to be handled second by second seems to overcomplicate combat a tad. </p><p></p><p>"ATTACKS"</p><p></p><p>The rule with making a silent attack roll should still suffer some adjudication by the DM. Making an attack with a mace against someone in heavy armor is near to impossible to do without making a sound. You might want to decrease the penalty (which I assume it is, even though it states it actually adds to the attack) for especially useful weapons, like daggers, blackjacks etc.</p><p></p><p>"FUMBLES"</p><p></p><p>Its an interesting table. I have seen tables being used before for determining fumbles, one rule I saw was that a character in light or no armor can use their DEX bonus to either add or subtract from the roll (enabling agile characters to avoid really annoying results of a fumble).</p></blockquote><p></p>
[QUOTE="Clay_More, post: 1796022, member: 9813"] Hey mate, just wanted to throw in my share of opinions. "Damage reduction is 3.0 version." I always considered the 3.5 DR to be one of the best aspects of the new edition, it makes alot more sense than the old. It seems silly that you are fighting a monster with 50/+12, and because you have a +11 weapon you might as well have had a scary wooden stick. The reduced DR and the ability of all magical weapons to overcome DR removes flavour. "ETIQUETTE" The rules about not saying HP makes alot of sense, same with alignment. The part about HP is something I wouldn't mind including in my own game, just never get around to it. "RESURRECTION" You might want to mention if this removes any penalties for using current spells. Does [i]Raise Dead[/i] still reduce level by 1? "ABILITY INCREASE" Even though it is slightly more complicated than the normal rules for Ability Increases, I can see what you are trying to do with it, avoiding the über scores some characters have. I just think that the system will make it easy for all character to remove their really low scores quickly in the game. Since it so cheap to raise scores with negative modifiers, I think you might risk ending up with bland character very quickly, with no negative scores and no really high scores (unless items are worn, which are a far more normal thing used for gaining the really high Ability Scores). "HIT POINTS" This one is okay, its what I use myself and it works. "CLASSES" I think the change to the Cleric and Druid are both fair. That way, they can choose if they want to be the slightly combat heavy types they normally are (by choosing the Armor Feats with their bonus feat), or they can become more support characters (like the Cleric is in many computer games, for example). The whole thing about the Fighter seems okay, didn't read through all feats really closely, but generally I have always thought that the Fighter, being the most versatile melee combatant, should be able to duplicate some of the abilities of the other classes (but not to the full extent). The Paladin is okay, that ressurecting the mount causes the XP loss to be negated. The Wizard's forced skill choice is okay, most people already keeps Knowledge (Arcana) maxed anyways. Most Wizards worth their salt will still have enough skill points to keep Spellcraft and Concentration maxed. "SYNERGY BONUSES" There was a discussion about this elsewhere in the forums. I think it seems only fair to increase synergy bonuses, but keep it a little bit lower to keep things even at really high levels. Perhaps simply +1 for every 10 ranks seems plausible. +2 at 5 ranks, +3 at 15. Otherwise skills with synergy bonus will be more unbalanced at Epic levels. "DIPLOMACY" I think its fair enough to remove Diplomacy and require roleplayers to roleplay the meetings they make. I use Diplomacy, but I simply add hefty bonuses/penalties according to how the players interact. "KNOWLEDGE" I think its a little bit too complicated to make Knowledge this heavy in use. Trying to identify an opponent monster or something wielded by an opponent will really slow things down. What was wrong with simply determining the success based on the roll? "TOUGHNESS" Is slightly vague in its wording, simply state "one bonus HP per level" "TUMBLE" Erm, should be in skills. "WEAPON FINESSE" When you state it is a rule, not a feat, do you mean all weapon use DEX to determine their "to hit" bonus? "EQUIPMENT" The nerf-down on Vorpal is fair enough. Nothing else to really say. "COMBAT" The rules for dying seems okay. I use a rule in my own game that every round you roll 1d20 and 20 or above stop you from bleeding. You add your Con Mod to the roll, so high Con characters have a far bigger chance of stopping bleeding. (a characterwith 20 Con stops bleeding on a roll of 14 to 20). Also, all Dwarves and Half-Orcs have a +1 bonus to their roll. I am a little bit unable to figure out the exact rules you use about initiative. The fact that the system might require combat to be handled second by second seems to overcomplicate combat a tad. "ATTACKS" The rule with making a silent attack roll should still suffer some adjudication by the DM. Making an attack with a mace against someone in heavy armor is near to impossible to do without making a sound. You might want to decrease the penalty (which I assume it is, even though it states it actually adds to the attack) for especially useful weapons, like daggers, blackjacks etc. "FUMBLES" Its an interesting table. I have seen tables being used before for determining fumbles, one rule I saw was that a character in light or no armor can use their DEX bonus to either add or subtract from the roll (enabling agile characters to avoid really annoying results of a fumble). [/QUOTE]
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