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How I Would Fix 3.5/Pathfinder
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<blockquote data-quote="Ratskinner" data-source="post: 6216044" data-attributes="member: 6688937"><p>The first paragraph seems a bit edition-warry to me.</p><p></p><p>I wish you luck. Every time I've contemplated doing so, I end up starting to write FATE with a d20 die-mechanic... or something like 13th Age Next. </p><p></p><p>I do actually have some (hopefully) constructive thoughts on things. Also Trailblazer takes an interesting look at the math behind 3e.</p><p></p><p>1. CoDzilla</p><p>2. To many buff effects. </p><p></p><p>Both of these, combined with the huge spell lists, end up pushing me toward FATE-like design with temporary aspects and free invocations taking the place of a lot of the more complicated spell effects.</p><p></p><p>3. Feats.</p><p></p><p>I tend to lean toward a 5e-like solution. Fewer, but with broader implications.</p><p></p><p>5. Overhaul the skill system and even out the spread between the classes for skills.</p><p></p><p>For my money, you can't beat the solution that 13th Age came up with here. Just get off the level treadmill entirely.</p><p></p><p>6. Overhaul multiple attacks.</p><p></p><p>Trailblazer suggests replacing one attack at +X with a double attack at X-2.</p><p></p><p>7. Drop wealth by level and the ability to purchase magic items. Go back to 2nd ed item creation rules. Eliminate wands of CLWs. More or less a follow on from limiting stacking effects and buffs. Being able to buy the exact weapon you want/need for your build in my experience is a bad idea in the long run (I'm a perma DM). </p><p></p><p>Only suggestion I've heard of that <em>might</em> fix d20 wands is one where a wand lets you channel your own spell slots into the spell in question. So if you want to cast <em>Cure Light Wounds</em>, you need a first level spell ready to burn.</p></blockquote><p></p>
[QUOTE="Ratskinner, post: 6216044, member: 6688937"] The first paragraph seems a bit edition-warry to me. I wish you luck. Every time I've contemplated doing so, I end up starting to write FATE with a d20 die-mechanic... or something like 13th Age Next. I do actually have some (hopefully) constructive thoughts on things. Also Trailblazer takes an interesting look at the math behind 3e. 1. CoDzilla 2. To many buff effects. Both of these, combined with the huge spell lists, end up pushing me toward FATE-like design with temporary aspects and free invocations taking the place of a lot of the more complicated spell effects. 3. Feats. I tend to lean toward a 5e-like solution. Fewer, but with broader implications. 5. Overhaul the skill system and even out the spread between the classes for skills. For my money, you can't beat the solution that 13th Age came up with here. Just get off the level treadmill entirely. 6. Overhaul multiple attacks. Trailblazer suggests replacing one attack at +X with a double attack at X-2. 7. Drop wealth by level and the ability to purchase magic items. Go back to 2nd ed item creation rules. Eliminate wands of CLWs. More or less a follow on from limiting stacking effects and buffs. Being able to buy the exact weapon you want/need for your build in my experience is a bad idea in the long run (I'm a perma DM). Only suggestion I've heard of that [I]might[/I] fix d20 wands is one where a wand lets you channel your own spell slots into the spell in question. So if you want to cast [I]Cure Light Wounds[/I], you need a first level spell ready to burn. [/QUOTE]
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