William Ronald said:
Merlion, what sacred cows do you think should go? Also, which do you think should remain? What elements of the rules makes Dungeons and Dragons what it is, and which are not essential to the game's identity? (I would argue that character classes and levels are likely to remain in any future edition.)
I realize this is a very specualtive thread, but it might be a good vehicle to discuss some of our likes and dislikes about the current rules?
First, I agree with that last part. D&D will most likely always be a system with classes and levels. It will always be at least a relatively rigid system where your character class is the biggest thing defining what you can do. I wouldnt mind it being a bit looser than it is now, but its never going to be White Wolf, nor would I want it to be.
Unlike many D&D fans I really feel that those things are pretty much all that makes D&D D&D in the end. That and obviously dragons, elves, etc. You can change just about anything else, and it will still be D&D.
Now as to what I'd like to see change, and sacred cows...well I realized a lot of what I'd like to see changed arent neccesarily "sacred cows" in the broad sense, but some are. Some are more like "legacy issues" rather than full blown SCs. Heres some of em in no particular order
*I'd like to see all base-class alignment restrictions removed. There is no point or purpose to them, all they really do is restrict roleplaying. It could be said that they add flavour, but only a specific one. Those things should be choosen by DMs and players, no forced by the rules.
Truth be told, I'd like to see the whole Law/Chaos axis of alignment removed, but thats never going to happen.
*remove the concept of "arcane" magic and "divine" magic or any similiar monolithic designations of magic types. Let magic simply be magic and all differences in source, form, style, use and whatever else be entirely class by class.
Related to this, "arcane" spell failure should be removed and either wearing armor should interfere with all spellcasting or again it should be handled class by class...in a balanced way.
*I'd like to see the magic system change a bit. I've always found it silly that a wizard or other spellcaster who knows a certain spell has to "prepare" multiple "copies" of the spell in order to cast it more than once.
Arcana Unearthed's magic system, in terms of how it works, is just about my ideal. You have a spellcasting resource (slots in that case, but points or whatever works) and you can ready a certain number of spells each day, and are able to cast them with your slots in whatever combinations until you run out of resources.
Something like the heightened/diminished system in AU would be nice to.
(however, my future comments are acting under the assumption that the magic system will remain the same...it is probably rather unlikely to be changed in the official rules themselves)
*In a related note, I think all spellcasters should have to learn their spells. No getting the entire spell list for free. Or if its going to be that way, it should be that way for all classes. I think all classes having to learn spells makes more sense tho
*reduce magic item dependency. At least have options described where one can run a game where magic items arent so engrained in how everything works as far as CR etc
*Let the concept of the Feat live up to its true potential. Especially as far as feats for spellcasters go. Standard D&D doesnt really offer a whole lot to spellcasters as far as feats. Metamagic, spell focus, spell penetration...thats about it. Especially as far as things that can be actively used. AU's caster feats that grant access to more spells and "spell templates" are a good example.
*balance the classes
*remove the need/obession with having "healer" as a primary class role, and simply spread healing around enough that pretty much any party will have enough no matter what.
Theres more, but I'm getting hungry. I'll post other things as I think oif them