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<blockquote data-quote="Summer-Knight925" data-source="post: 5772015" data-attributes="member: 80297"><p>What do I want?</p><p></p><p>Skills: I would like to see a total lack of skills, or a lack of 'active skills', sure the grapple checks of 3.5 were annoying, but I feel sneaking is just as much a skill as wrestling, a stealth like check would make morse sense to me. A list of passive skills would be your 'perception' skills. Listen Spot Search all would be seperate but linked. Knowledge skills would also be passive, nothing makes me more mad than when I have to use my character's action that round to make a knowledge X check to know anything about this monster, if my wizard knows about a Vrock, it doesn't take 6 seconds to know. I think things like open lock/disable device should also be something similar to Bullrush, a check that is based on more than just skill points. I want my Balance and Tumble skills seperate, although a synergy would work, coming from a martial artist, I have decent balance but when it comes to rolling around my large body gets in the way. Skills should be split between "What the character knows" and "What the character can see", while these aren't technically 'skills', I'm saying this to cover my opinion, the actual things we are skilled at should not be 'trained' by simply putting in points, but trained through reward (If you play Skyrim, their skill system is like this, although it would be easier to keep track of)</p><p></p><p>Magic: Spells per day, Vancian, Arcane/Divine split, no powers. </p><p></p><p>Powers: maybe a few, but not pages and pages</p><p></p><p>Feats: I feel feats are one aspect power gamers exploit, While Pathfinder gave us more feats, I feel fewer feats would make the characters more interesting, although more 'starting feats' would be okay, and the feats should have requirements beyond "this level, this BAB, this feat". The player should have his character have to go out and train the feat during play, although some things like "power attack" are a given, something like cleave should be learned in combat (how else would you learn to cleave? Fightng brooms? ha!)</p><p></p><p>Histories: I covered this a bit in the feats section, but having histories from the character would be fun, think a 0-level character, a commoner, the NPC in teh village, a character who's the Fighter MIGHT have a history of violence, or a history of glory, these would give him some bonuses (History of Violence would give him a bonus against fear while the history of glory would give him a bonus to diplomacy type skills). They wouldnt just be things that the character did, but what they use to do, so you could choose that your wizard use to be an alchemist before he started adventuring (bonus to alchemy based checks). Another word for these would be "Professions". Professions and Pasts, because the character isn't born in the tavern!</p><p></p><p>Monsters: Small stat blocks, easily adjusted, I'd also like to see XP based on the challenge (as determined by the DM, not CRs or preset XP, but thats just me, and it's easily adjusted)</p><p></p><p>Magic Items: I want flaming to do an extra d6 again, it made me happy doing more damage, I liked bane and holy/unholy and keen. Vorpal made me happy.</p><p></p><p>Levels: 1-20, even less if need be (1-15 or even 1-10)</p><p></p><p>Classes: the core 4, fighter, cleric, rogue, wizard. I would like to see certain paths to making the fighter into a barbarian or a paladin, the rogue into more of a thief or an assassin, the cleric into a druid or into an orcale type (more spells, less fighting) while the wizard could specialize in schools, go the path of a warlock (selling his soul for power) or learn as a sorcerer (you would choose at 1st level whether you prepare or cast spontaneously)</p><p></p><p>But what I really want, I want a game that is more up to the DM/Playing group, less rules as odd as it sounds. I'd like the basics covered (how to attack, certain spells, hit points, gear) but I don't want set in stone rules that ruin the game (this takes out rule lawyers by the way)</p><p></p><p></p><p>I would have to say, less is more. Less options is more fun, less rules is more fun. I also would like to see the character classes have different abilities, as in the fighter doesnt get powers, he gets to fight, the wizard doesnt get powers, he gets spells, so on and so on.</p><p></p><p>I actually would like to see the endless lists of powers taken out, a handful are okay (like 1 every 4 levels?) but more than 10 and it gets out of hand.</p><p></p><p></p><p>Above everything I said, even above the "what I really want" is a game that feels like a table-top game.</p><p></p><p>I'd also like less grid based rules, playing without miniatures should be an option. Actually, miniatures should be an option.</p></blockquote><p></p>
[QUOTE="Summer-Knight925, post: 5772015, member: 80297"] What do I want? Skills: I would like to see a total lack of skills, or a lack of 'active skills', sure the grapple checks of 3.5 were annoying, but I feel sneaking is just as much a skill as wrestling, a stealth like check would make morse sense to me. A list of passive skills would be your 'perception' skills. Listen Spot Search all would be seperate but linked. Knowledge skills would also be passive, nothing makes me more mad than when I have to use my character's action that round to make a knowledge X check to know anything about this monster, if my wizard knows about a Vrock, it doesn't take 6 seconds to know. I think things like open lock/disable device should also be something similar to Bullrush, a check that is based on more than just skill points. I want my Balance and Tumble skills seperate, although a synergy would work, coming from a martial artist, I have decent balance but when it comes to rolling around my large body gets in the way. Skills should be split between "What the character knows" and "What the character can see", while these aren't technically 'skills', I'm saying this to cover my opinion, the actual things we are skilled at should not be 'trained' by simply putting in points, but trained through reward (If you play Skyrim, their skill system is like this, although it would be easier to keep track of) Magic: Spells per day, Vancian, Arcane/Divine split, no powers. Powers: maybe a few, but not pages and pages Feats: I feel feats are one aspect power gamers exploit, While Pathfinder gave us more feats, I feel fewer feats would make the characters more interesting, although more 'starting feats' would be okay, and the feats should have requirements beyond "this level, this BAB, this feat". The player should have his character have to go out and train the feat during play, although some things like "power attack" are a given, something like cleave should be learned in combat (how else would you learn to cleave? Fightng brooms? ha!) Histories: I covered this a bit in the feats section, but having histories from the character would be fun, think a 0-level character, a commoner, the NPC in teh village, a character who's the Fighter MIGHT have a history of violence, or a history of glory, these would give him some bonuses (History of Violence would give him a bonus against fear while the history of glory would give him a bonus to diplomacy type skills). They wouldnt just be things that the character did, but what they use to do, so you could choose that your wizard use to be an alchemist before he started adventuring (bonus to alchemy based checks). Another word for these would be "Professions". Professions and Pasts, because the character isn't born in the tavern! Monsters: Small stat blocks, easily adjusted, I'd also like to see XP based on the challenge (as determined by the DM, not CRs or preset XP, but thats just me, and it's easily adjusted) Magic Items: I want flaming to do an extra d6 again, it made me happy doing more damage, I liked bane and holy/unholy and keen. Vorpal made me happy. Levels: 1-20, even less if need be (1-15 or even 1-10) Classes: the core 4, fighter, cleric, rogue, wizard. I would like to see certain paths to making the fighter into a barbarian or a paladin, the rogue into more of a thief or an assassin, the cleric into a druid or into an orcale type (more spells, less fighting) while the wizard could specialize in schools, go the path of a warlock (selling his soul for power) or learn as a sorcerer (you would choose at 1st level whether you prepare or cast spontaneously) But what I really want, I want a game that is more up to the DM/Playing group, less rules as odd as it sounds. I'd like the basics covered (how to attack, certain spells, hit points, gear) but I don't want set in stone rules that ruin the game (this takes out rule lawyers by the way) I would have to say, less is more. Less options is more fun, less rules is more fun. I also would like to see the character classes have different abilities, as in the fighter doesnt get powers, he gets to fight, the wizard doesnt get powers, he gets spells, so on and so on. I actually would like to see the endless lists of powers taken out, a handful are okay (like 1 every 4 levels?) but more than 10 and it gets out of hand. Above everything I said, even above the "what I really want" is a game that feels like a table-top game. I'd also like less grid based rules, playing without miniatures should be an option. Actually, miniatures should be an option. [/QUOTE]
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