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How to use 3.5 DnD without the "Big Six"
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<blockquote data-quote="Celebrim" data-source="post: 3394374" data-attributes="member: 4937"><p>On the subject of mitigating save or die...</p><p></p><p>I've long said that if I was going to have to choose between hit points or getting rid of saving throws, I'd choose to get rid of saving throws.</p><p></p><p>I'd replace saving throws with 'Will Points', 'Reflex Points', and 'Fortitude Points'. They'd work much like hitpoints, with an attack roll, damage, and an effect if the player loses a certain % of his points in a single throw (essentially this would be a failed save). </p><p> </p><p>As for the 'big six', I'm less convinced there is a problem with needing new magic items as I think there is a problem with the assumptions of a setting. I'm really not offended by the 'big six'. I'm offended by wealth per character level limits and false assumptions of absolute balance and alot of the other highly limiting 'point buy' crap that drove me from GURPS back to D20. The 'big six' are a consequence mainly of games that are combat oriented. Naturally, things that give advantages in combat are going to be desired. So what? </p><p></p><p>If the rules regarding magic items really need an overhaul, its not so much with the prices as it is with the assumptions about duration and so forth. To hint where I'm going with that, in 3.5 they took the 'Persistant Spell' feat and nerfed it as if it were broken - which is no better than it being too good. The problem with the 'Persistant Spell' feat wasn't that it was broken, it was that it was absolute. Regardless of the original duration of the spell, it cost the same amount to bump the duration up to 24 hours. That's not very thoughtful design. Thoughtful design would have been that you get a bigger advantage from increasing the duration of spells limited by thier short duration, than you get from increasing the duration of spells with longer durations. Instead of nerfing it, they should have fixed the real problem - its absoluteness. The same basic thing could be said for magic items that grant spell use.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 3394374, member: 4937"] On the subject of mitigating save or die... I've long said that if I was going to have to choose between hit points or getting rid of saving throws, I'd choose to get rid of saving throws. I'd replace saving throws with 'Will Points', 'Reflex Points', and 'Fortitude Points'. They'd work much like hitpoints, with an attack roll, damage, and an effect if the player loses a certain % of his points in a single throw (essentially this would be a failed save). As for the 'big six', I'm less convinced there is a problem with needing new magic items as I think there is a problem with the assumptions of a setting. I'm really not offended by the 'big six'. I'm offended by wealth per character level limits and false assumptions of absolute balance and alot of the other highly limiting 'point buy' crap that drove me from GURPS back to D20. The 'big six' are a consequence mainly of games that are combat oriented. Naturally, things that give advantages in combat are going to be desired. So what? If the rules regarding magic items really need an overhaul, its not so much with the prices as it is with the assumptions about duration and so forth. To hint where I'm going with that, in 3.5 they took the 'Persistant Spell' feat and nerfed it as if it were broken - which is no better than it being too good. The problem with the 'Persistant Spell' feat wasn't that it was broken, it was that it was absolute. Regardless of the original duration of the spell, it cost the same amount to bump the duration up to 24 hours. That's not very thoughtful design. Thoughtful design would have been that you get a bigger advantage from increasing the duration of spells limited by thier short duration, than you get from increasing the duration of spells with longer durations. Instead of nerfing it, they should have fixed the real problem - its absoluteness. The same basic thing could be said for magic items that grant spell use. [/QUOTE]
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