BASHMAN
Basic Action Games
I again will emphasize that I am guessing on things-- educated guesses-- but guesses nonetheless. For those who just "have to try it now" like my AD&D 2nd Ed group was doing when we started counting AC up instead of down, I present my guesses of things to do to make 3.5 more like 4.0 in my home game:
1. Stats-- stay the same-- but add +3 to all stat modifiers. So an 18 goes from +4 to +7 modifier. A 10 from +0 to +3. A 3 from -4 to -1, etc.
2. Saves-- Increase all by 3 (because of the improved stat mods above), then add 10 to each. Instead of rolling your save, your save is now a passive defense value that one trying to inflict harm on you must roll to overcome. When rolling to overcome one's defenses, add level + appropriate modifier (so for an Level 3 wizard w/ 16 INT add +9 (or maybe it is spell/effect level instead of character level)
3. AC-- add the armor & shield values to the Reflex save amount. Attacking a flat-footed opponent gives a flat bonus (say +4). Also don't mess w/ max dex bonus.
4. Classes-- don't know a heck of a lot, but I think Fighter might be similar to what Warblade is now-- just don't use the "over the top ridiculous sounding" maneuvers and it should be good. Cleric-- give some crusader type maneuvers to them (able to heal while attacking, etc). Warlord-- multiclass marshal/crusader/knight. Swordmage (even though not a confirmed class) use sword sage?
5. Casters-- convert from per/day to per/encounter as follows: Highest level spells slots are per day. Lower level slots are per encounter-- but half as many. So a caster that now has 6/4/3/2 per day could convert to 3/2/1 per encounter and 2 of highest per day.
Warning-- as I mentioned based on conjecture & rumor, My 2nd ed AD&D group started counting AC up instead of down... but got it totally wrong. We had -10 as the "standard" AC with 0 still being the THAC0 basis, and really powerful creatures having positive numbers for AC. If only we added 20 to the whole thing it would have been right...
Any ideas to add to/amend these?
1. Stats-- stay the same-- but add +3 to all stat modifiers. So an 18 goes from +4 to +7 modifier. A 10 from +0 to +3. A 3 from -4 to -1, etc.
2. Saves-- Increase all by 3 (because of the improved stat mods above), then add 10 to each. Instead of rolling your save, your save is now a passive defense value that one trying to inflict harm on you must roll to overcome. When rolling to overcome one's defenses, add level + appropriate modifier (so for an Level 3 wizard w/ 16 INT add +9 (or maybe it is spell/effect level instead of character level)
3. AC-- add the armor & shield values to the Reflex save amount. Attacking a flat-footed opponent gives a flat bonus (say +4). Also don't mess w/ max dex bonus.
4. Classes-- don't know a heck of a lot, but I think Fighter might be similar to what Warblade is now-- just don't use the "over the top ridiculous sounding" maneuvers and it should be good. Cleric-- give some crusader type maneuvers to them (able to heal while attacking, etc). Warlord-- multiclass marshal/crusader/knight. Swordmage (even though not a confirmed class) use sword sage?
5. Casters-- convert from per/day to per/encounter as follows: Highest level spells slots are per day. Lower level slots are per encounter-- but half as many. So a caster that now has 6/4/3/2 per day could convert to 3/2/1 per encounter and 2 of highest per day.
Warning-- as I mentioned based on conjecture & rumor, My 2nd ed AD&D group started counting AC up instead of down... but got it totally wrong. We had -10 as the "standard" AC with 0 still being the THAC0 basis, and really powerful creatures having positive numbers for AC. If only we added 20 to the whole thing it would have been right...
Any ideas to add to/amend these?