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Ideas for a simpler D&D *mostly about skills*
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<blockquote data-quote="Morbog of Ghetto D" data-source="post: 1773681" data-attributes="member: 24252"><p><strong>My 2 Copper</strong></p><p></p><p><img src="http://www.enworld.org/forum/images/smilies/devious.png" class="smilie" loading="lazy" alt=":]" title="Devious :]" data-shortname=":]" /> OK ..since Im at (shhhh) work, I cant expound like I'd like to. A lot of these posts are really really good. Im just offering to comiserate.</p><p></p><p>The Skills in 3E are poopy. I like that they are "oppositional" </p><p>i.e. hide skill opposed by NPC Spot skill, Move Silently oposed by Listen.</p><p></p><p>I like the concept of improving skills each level....but the whole "trained" "untrained" is a big conflict in my game...If you dont take swim, "glub Glub"...</p><p></p><p>I liked the "proficiencies" from 2ed, especially weapon specialization. </p><p>I</p><p>I ve always played a very "loose" game, but half of my players love rules and are rule lawyers...These editions appeal to them. </p><p></p><p>The Initiative system needs work and is way too complicated..One player is continually delaying, readying and being a P.I.A. </p><p></p><p>I Like AOO, and always felt that the characters should attack more.</p><p>I like Feats but they need real "flaws: I really really, like the Flaws Features from GURPS, and thes create skill and roleplaying situations.</p><p></p><p>Prestige classes are really cool, but I modify them from supliements, and the players whine when I limit/off set their feats.</p><p></p><p>i.e. I gave a Wold Blooded Barbarian a much better Rage, but he didnt want to make saves to control it..(similar to "Berserker Rage from 2ed."</p><p></p><p>The magic system is pretty dang (edited for content) complex. We play 1 time a month, and my clerics and mages "relearn" their spell strength each session.</p><p></p><p>Entangle,Sunder, etc...are TOO complex..and should be resolved with a simpler opositional roll.</p><p></p><p>Speed Factor from 2nd Ed was so cool and "realistic"..along with "weapons vs. aromour types"</p><p></p><p>THERE SHOULD BE A PARRYING SYSTEM</p><p></p><p>I like "cover" rules from 3E not 3.5</p><p></p><p>What I Like</p><p>AOO</p><p>Feats</p><p>Classes are much more "powerful"</p><p>Prestige Classes</p><p>BAB instead of THACO</p><p>3 Saves</p><p>Abilty score increase</p><p>d20 combat rules I like an "additive" system based on the d20</p><p>Armor Class</p><p></p><p>What I dont like</p><p>Magic Combat Rules</p><p>majority of special combat moves</p><p>SKILLS</p><p>Turning seems "complicated"</p><p>FEAT Cost vs. Value</p><p></p><p></p><p>Sorry this is so unorganized, but really not bad for an orc...</p></blockquote><p></p>
[QUOTE="Morbog of Ghetto D, post: 1773681, member: 24252"] [b]My 2 Copper[/b] :] OK ..since Im at (shhhh) work, I cant expound like I'd like to. A lot of these posts are really really good. Im just offering to comiserate. The Skills in 3E are poopy. I like that they are "oppositional" i.e. hide skill opposed by NPC Spot skill, Move Silently oposed by Listen. I like the concept of improving skills each level....but the whole "trained" "untrained" is a big conflict in my game...If you dont take swim, "glub Glub"... I liked the "proficiencies" from 2ed, especially weapon specialization. I I ve always played a very "loose" game, but half of my players love rules and are rule lawyers...These editions appeal to them. The Initiative system needs work and is way too complicated..One player is continually delaying, readying and being a P.I.A. I Like AOO, and always felt that the characters should attack more. I like Feats but they need real "flaws: I really really, like the Flaws Features from GURPS, and thes create skill and roleplaying situations. Prestige classes are really cool, but I modify them from supliements, and the players whine when I limit/off set their feats. i.e. I gave a Wold Blooded Barbarian a much better Rage, but he didnt want to make saves to control it..(similar to "Berserker Rage from 2ed." The magic system is pretty dang (edited for content) complex. We play 1 time a month, and my clerics and mages "relearn" their spell strength each session. Entangle,Sunder, etc...are TOO complex..and should be resolved with a simpler opositional roll. Speed Factor from 2nd Ed was so cool and "realistic"..along with "weapons vs. aromour types" THERE SHOULD BE A PARRYING SYSTEM I like "cover" rules from 3E not 3.5 What I Like AOO Feats Classes are much more "powerful" Prestige Classes BAB instead of THACO 3 Saves Abilty score increase d20 combat rules I like an "additive" system based on the d20 Armor Class What I dont like Magic Combat Rules majority of special combat moves SKILLS Turning seems "complicated" FEAT Cost vs. Value Sorry this is so unorganized, but really not bad for an orc... [/QUOTE]
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