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I know they never would, but...

Lord Tirian said:
Greater Invisibility, much? In my experience, at least, rogues naturally gravitate to that spell and 1) always want it, 2) get scrolls/wands with that, thanks to UMD.
Also, a Ring of Blinking for 27 k gp... but I should just say, let's talk in the other thread. :)

Cheers, -- N
 

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D&D as one hardback, no greater than 200 pages (and no cheating by filling it full of eye-hurting squinty type with no art, either), priced at about $10-$15.
Drop Wisdom and Charisma, and replace at least Charisma with a feat or something similar.
Drop polyhedral dice and go with all six-siders.
Classes are Warrior, Spellcaster and Expert; everything else is done with talent tree/feat/class feature selections.
Either drop spells altogether or sharply curtail their number while broadening their power. A powers-with-variations system is a little too abstract, but there's no reason to have hundreds of spells that are basically tweaks of each other.
 

At the moment:
1. Ditch per encounter for magic. Go to Spell points or Elements of Magic style magic
2. Ditch per encounter and Bo9s influence for combat maneuvers. Use Mearl's maneuvers from Book of Iron Might instead.
3. No combining of skills and removal of skill points
4. Remove the bloodied state and triggering of special abiliites.
5. Remove the tiefling and warlock from the first PHB. Put the gnome back into the PHB 1.
6. Ditch the lame/cheesy, cleric strikes an opponent and a party member is healed from the example that was posted (and, yes, I didn't like it in Bo9S either).
7. Remove the cultural aspects of race. Introduce cultures similar to Cultures in Rolemaster and Harp
8. Make armor work as DR
9. Reintroduce confirming crits or make it work similar to option 2 in PO: Combat and Tactics in which you had to roll a natural 18 and hit by five or more.
10. Unfortunately, I don't know enough the other races and classes to comment.
 

Personally I'd love to see both a much larger difference between Divine powers and Arcane magic (I don't think Clerics should be using the Wizard Spells) and I would LOVE fighting with daggers to be a viable option.

Why can't I be deadly with throwing knives and daggers as a rogue? As is, it's just making a gimped character.
 

Take Incarnum's mechanical system, scrub it off, rebalance it and fix certain serious flaws, and use it for Psionics.

Spell points are dead in 4e. They have all the flaws that vancian magic did, so they ought to go the way of the dodo just like vancian magic. So something needs to be found for psionics. Incarnum could be it.

Imagine if a Telekinetic psion had 3 abilities. He could fly, he could throw things about with his mind, and he could create a kinetic shield to protect himself. And he had mental focus, represented by Focus points, which he could freely allocate between them. If he wants to fly well, he puts a lot of Focus into flying, but he has fewer Focus to allocate to wrecking things with his mind, and to his kinetic shield. Same for if he wants to wreck things well, or wants to shield himself well.

I'd love a psionics that worked like that.
 
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Cadfan said:
Image if a Telekinetic psion had 3 abilities. He could fly, he could throw things about with his mind, and he could create a kinetic shield to protect himself. And he had mental focus, represented by Focus points, which he could freely allocate between them. If he wants to fly well, he puts a lot of Focus into flying, but he has fewer Focus to allocate to wrecking things with his mind, and to his kinetic shield. Same for if he wants to wreck things well, or wants to shield himself well.
Not to say "Go to another system", but you JUST DESCRIBED the Multi-power ability of HERO.
 


WayneLigon said:
D&D as one hardback, no greater than 200 pages (and no cheating by filling it full of eye-hurting squinty type with no art, either), priced at about $10-$15.
Drop Wisdom and Charisma, and replace at least Charisma with a feat or something similar.
Drop polyhedral dice and go with all six-siders.
Classes are Warrior, Spellcaster and Expert; everything else is done with talent tree/feat/class feature selections.
Either drop spells altogether or sharply curtail their number while broadening their power. A powers-with-variations system is a little too abstract, but there's no reason to have hundreds of spells that are basically tweaks of each other.

You should check out The Fantasy Trip. Grab some of the much-publicized house rules and it's relatively close to what you're describing, and excellent.
 

Gloombunny said:
For religious magic to exist distinctively but not be deity-granted empowerment.

Then what would it be?

Well, okay, there's the magic that the priests teach the cultist in Tekumel. That's secular magic themed with religious dressing. Is that what you mean?
 


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