I wonder how many people would be fine with revoking level 8 and 9 spells for Clerics and Druids. Doesn't bother me at all if they went bye bye.
1. CoDzilla. The power level of the spell casters was kind of off the charts in 3.5. Pathfinder kind of helped this by buffing the martials and fixing the worst offenders. My solution would be to lower spell DCs and buff saving throws so at higher levels you only have a small% chance of flunking a save vs a save or suck or a save or die. This is in effect similar to how it used to work in AD&D. Spell DCs would be 10+ the level of the spell (capped at 20) and some feats could increase this.
Druids would also be overhauled and lose the animal companions going back to something like the 2nd ed Druid and the feat natural spell would go bye bye. The spell list could also be cut down eliminating or rewriting the problem spells.
Specifically scaling buff spells like divine favor and divine power. AD&D had buff spells and Prayer for example was actually a decent spell. Spells like Greater Magic Weapon, Divine Favor/Might either need to go or become a static bonus. Overall I would be trying to drag the numbers porn down more towards AD&D/BECMI levels.
Overhaul the skill system and even out the spread between the classes for skills. Most classes would have 4-6 skill points with wizards getting 2 and rogues getting 8. DCs would top out at about 25 or 30 though. Pathfinder has the best skill system IMHO our of 3.0,3.5, 4th ed and SWSE but it could do with some tweaks.
Overhaul multiple attacks. instead of having 3 attacks at +11/+6/+1 I would just allow 3 attacks at +11 and eliminate the full attack. Let fighter types move their full movement rate and unleash. This is similar to how it worked in AD&D and the fighter was actually nerfed in this regard from 2nd ed to 3.0.
Drop wealth by level and the ability to purchase magic items.
Go back to 2nd ed item creation rules.
Eliminate wands of CLWs.
8. Eliminate X2 and X3 damage on crits. Replace with max damage or an extra dice of damage. Reduce the rocket tag effect and the importance of weapons with 18-20 threat ranges.
9. Tweak the classes and monsters to account for the reduced damage and spell effects. Perhaps return weapon specialization to its AD&D levels of glory.
Would bother me a lot. D&D/PF is about high power magic for me. I already have an issue with the 5e nerfs.
I should have clarified. I have been testing weapon specialization but allowing the fighter to apply it to any weapon they use and it scales up to +3 to hit and damage and they do not get bonus attacks like AD&D> Also made it a single feat instead of 2.
Yes, that does clarify a bit. I retain the focus->specialization chain, but I offer a new feat Weapon Mastery that expands all existing feats that cover weapon a weapon in a selected list to two additional related weapons. In addition to other feats, fighters get Weapon Mastery for free every few levels. Additionally, fighters get more bonus feats compared to stock 3.X (1,2,4,5,7,8...plus additional feats at 18,19,20 beyond the normal progression).
I will say you continue to be obsessed with the ability of fighter's to do damage - which isn't there problem in stock 3.X at all.
The basic problems of Fighters:
a) Insufficient out of combat problem solving capability
b) Insufficient effective build variations - ei, not enough out of the box support for smart, cunning, charismatic, or even tough fighters.
c) Skills are too conservatively defined relative to spells. They neither are as effective nor do they scale as well. Feats have a similar problem. There seems to be little understanding in the design that a combat feat that can't be obtained till 12th level is equivalent in power to gaining access to a 6th level spell, or that high level martial characters need that sort of thing. In the fighter's case, no skills that represent iconic fighter skillfulness (which gets silo'ed out to 'Marshall'/'Warlord' type class abilities).
d) Too many spells or creature abilities have no effective counter other than magic, making fighters dependent on either spellcasters or gear or both, whereas spellcasters can usually be self-sufficient.
e) Power increases more or less linearly with level. Whereas, spell casters get more powerful spells, more spells, and existing spells increase in ability. Most attempts to fix this focus on the wrong things and fail to understand the math, like having Weapon Focus hit +2 or +3 bonuses at higher levels. In fact, the +1 bonus to hit actually scales well already. The real problems are things like DR, save or suck and generally limited ability to influence the action economy, no way to remove debuffs, force effects that are immune to damage, little way to perform action at a distance, movement that doesn't scale (compare teleport for an extreme example), etc.
Short of making a new game that is not D&D you can't really fix some of that.
Use Trailblazer...
http://rpg.drivethrustuff.com/product/64009/Trailblazer
That means limiting save or suck, tight integration of spells into the skill system, and being careful with skill replacement spells while moving skills toward the ability to replace spells (like mechanics for the Heal skill to actually heal damage).
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(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.