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<blockquote data-quote="delericho" data-source="post: 2465883" data-attributes="member: 22424"><p>I've mentioned before that some of the 'sacred cows' that some posters have said they'd like to see slaughtered are things I actually like about the game, such as:</p><p></p><p></p><p></p><p>In most cases, I don't mind. I would prefer that the Barbarian retain a non-Lawful requirement, and that Druids should be partly-Neutral, but I won't really mind if that's changed. I certainly wouldn't mind non-Lawful Monks or Lawful Bards.</p><p></p><p>However, I would strongly object to a loosening of the LG requirement for Paladins. To me, that would utterly destroy the class. I can live with pokemounts, but not non-LG paladins. (I would prefer the Blackguard to be implemented in the DMG as a base class, however.)</p><p></p><p></p><p></p><p>Again, I would object to this. I like the division of roles.</p><p></p><p></p><p></p><p>This I agree with, although I think just "spell failure" is the way to go. Remove the exception for Bards, and introduce feats for spellcasting in armour.</p><p></p><p></p><p></p><p>This is a specific holdover from the Vancian style. It makes sense in the context of the original source material, but is becoming less sensible with each edition. However, I'd prefer that they don't just throw this element out - someone should sit down and think long and hard about how 'D&D magic' should work, complete with reasoning why, and implement that.</p><p></p><p></p><p></p><p>It's a good system, but it's more complex than base D&D. If anything, I would prefer the system become less complex in the new edition; I certainly don't want additional (unnecessary) complexity. However, this is a taste issue, not a sacred cow, so I'll comment no further.</p><p></p><p></p><p></p><p>This I definately agree with.</p><p></p><p></p><p></p><p>Cautiously agree. Certainly, this makes adding new Cleric/Druid spells from supplementary books easier, since it doesn't represent a huge boost to those classes. That said, I'm also thinking that perhaps a Warmage approach to those classes might be better. Or maybe just a Warmage-like divine spellcasting class in addition to the Cleric.</p><p></p><p></p><p></p><p>As far as I can tell, there are two classes that are absolutely essential to a party: Rogue and Cleric. The Rogue is required to find traps, the Cleric for easy access to healing. Making Trapfinding available as a feat removes the first problem (without destroying the utility of the Rogue in general). Making healing easier to access generally would allow parties to form without the feeling that 'someone had better play the Cleric', which would be a very good thing. So, I agree with this point.</p></blockquote><p></p>
[QUOTE="delericho, post: 2465883, member: 22424"] I've mentioned before that some of the 'sacred cows' that some posters have said they'd like to see slaughtered are things I actually like about the game, such as: In most cases, I don't mind. I would prefer that the Barbarian retain a non-Lawful requirement, and that Druids should be partly-Neutral, but I won't really mind if that's changed. I certainly wouldn't mind non-Lawful Monks or Lawful Bards. However, I would strongly object to a loosening of the LG requirement for Paladins. To me, that would utterly destroy the class. I can live with pokemounts, but not non-LG paladins. (I would prefer the Blackguard to be implemented in the DMG as a base class, however.) Again, I would object to this. I like the division of roles. This I agree with, although I think just "spell failure" is the way to go. Remove the exception for Bards, and introduce feats for spellcasting in armour. This is a specific holdover from the Vancian style. It makes sense in the context of the original source material, but is becoming less sensible with each edition. However, I'd prefer that they don't just throw this element out - someone should sit down and think long and hard about how 'D&D magic' should work, complete with reasoning why, and implement that. It's a good system, but it's more complex than base D&D. If anything, I would prefer the system become less complex in the new edition; I certainly don't want additional (unnecessary) complexity. However, this is a taste issue, not a sacred cow, so I'll comment no further. This I definately agree with. Cautiously agree. Certainly, this makes adding new Cleric/Druid spells from supplementary books easier, since it doesn't represent a huge boost to those classes. That said, I'm also thinking that perhaps a Warmage approach to those classes might be better. Or maybe just a Warmage-like divine spellcasting class in addition to the Cleric. As far as I can tell, there are two classes that are absolutely essential to a party: Rogue and Cleric. The Rogue is required to find traps, the Cleric for easy access to healing. Making Trapfinding available as a feat removes the first problem (without destroying the utility of the Rogue in general). Making healing easier to access generally would allow parties to form without the feeling that 'someone had better play the Cleric', which would be a very good thing. So, I agree with this point. [/QUOTE]
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