Ralif Redhammer
Legend
I've been pretty scathing in my opinion of WotC/3e as of late.
Over the weekend, I sat down with the core rulebooks to take a stab at, well, I don't want to say fixing, but making it more amenable to my inclinations. I'd previously avoided tinkering with it, due to the modular nature of the rules. Take one thing out and there'll be a cascade of effects. But I figured, what have I got to loose. In 2e, I took out weapon speeds as needless clutter, and the game wasn't adversely affected. This is what I came up with.
#1 (and #1 on my hitlist): Attacks of Opportunity. Totally gone. I hate having every other action the PCs take provoking a possible attack. The concentration skill is going to also be removed, as it becomes largely superfluous. With defensively casting, it creates entirely too much of a "roll the dice to see if you get to roll the dice" scenario. If I absolutely need a concentration roll, it'll be resolved with a will save.
#2: Level Adjustments. I understand the need for balance, but in practice it's been a real drag. As long as I don't have anyone wanting to play a Beholder Swashbuckler, I should be fine, and even then, Savage Species should help.
#3: Prestige Classes. I'm thinking of either doing away with them entirely, or simplifying the requirements and replacing some of the rule-requirements with in-game RP requirements. Not sure on this part though.
#4: Gnomes. Still not sure what to do with these poor guys. I guess I need to pick whether gnomes are illusionists, earth-faeries, scholars, or inventors, as long as they're not all three at once.
#5: Multiclassing. I'm not entirely happy with the way the current rules function in practice, but don't really know what to do with it.
Once I rid it of those pet peeves, I didn't feel so bad about the system. Don't get me wrong, I still prefer Castles & Crusades, but I'm willing to take off the hat of d02. I'll still sing its praises every chance I get, but I will try not to do so at the expense of 3e.
Over the weekend, I sat down with the core rulebooks to take a stab at, well, I don't want to say fixing, but making it more amenable to my inclinations. I'd previously avoided tinkering with it, due to the modular nature of the rules. Take one thing out and there'll be a cascade of effects. But I figured, what have I got to loose. In 2e, I took out weapon speeds as needless clutter, and the game wasn't adversely affected. This is what I came up with.
#1 (and #1 on my hitlist): Attacks of Opportunity. Totally gone. I hate having every other action the PCs take provoking a possible attack. The concentration skill is going to also be removed, as it becomes largely superfluous. With defensively casting, it creates entirely too much of a "roll the dice to see if you get to roll the dice" scenario. If I absolutely need a concentration roll, it'll be resolved with a will save.
#2: Level Adjustments. I understand the need for balance, but in practice it's been a real drag. As long as I don't have anyone wanting to play a Beholder Swashbuckler, I should be fine, and even then, Savage Species should help.
#3: Prestige Classes. I'm thinking of either doing away with them entirely, or simplifying the requirements and replacing some of the rule-requirements with in-game RP requirements. Not sure on this part though.
#4: Gnomes. Still not sure what to do with these poor guys. I guess I need to pick whether gnomes are illusionists, earth-faeries, scholars, or inventors, as long as they're not all three at once.
#5: Multiclassing. I'm not entirely happy with the way the current rules function in practice, but don't really know what to do with it.
Once I rid it of those pet peeves, I didn't feel so bad about the system. Don't get me wrong, I still prefer Castles & Crusades, but I'm willing to take off the hat of d02. I'll still sing its praises every chance I get, but I will try not to do so at the expense of 3e.