If there was one thing about 3rdE that you could change, what would it be?

Drawmack said:

Weaken the magic and make it so that the PCs are still hurt by critical hits from Orcs no matter what level the character is.

I mean a 10th level fighter takes an arrow to the throat or heart and just says, try again scum. That's why I use Grim -n- Gritty.

I'm cool with the magic. Even though Vancian mechanics are not my first choice, I am bold enough to ignore entire chapters of the core rulebooks. Buwhahahaha!

But I will second the critical issue, which is why I use VP/WP from Star Wars d20. It makes crits downright terrifying and long battles more precarious.
 

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mkletch said:


I'm sorry, what game are you playing? I'd like to play that game, but we play 3E once or twice a week...

-Fletch!

Can you quote me a place in the rules where it states in any way that a L10 fighter can survive an arrow to the throat?
 

I'd fix polymorph other where every wizard doesn't go around using it all the time. Ditto with haste. Fix archery where it isn't as powerful. An archer wipes the floor with a melee guy EVERY time (except when grappled). Fix it where the naked wizard or monk doesn't have an ac higher than a fighter in armor ALWAYS.

That'll do for starters.
 

Deadguy said:

I am curious, ColonelH, why you think that is so important. Personally, I see no problem with the system as it stands - it encourages people who want to have ready access to rechargeable items to take the appropriate feat(s). If wands and staves could be recharged the 'spell-casting' route as they were in 2e, I fear that would undermine a significant element of the Item Creation system. Just my opinion, of course.

I don't think it's that important. I was simply answering the question with the only thing of significance I could think of. If you can provide a good, detailed argument as to why it would be so debilitatingly unbalancing, I'm willing to consider changing my mind on it. Either way, it's not anything I feel hampers the system by its absence.
 

BryonD said:
I declare Colonel Hardisson and Hong my heros for this thread.
IMO, they completely get it.

BTW Colonel, your mandatory multiclassing rule for ME spellcasters is one of the most simple and brilliant ideas I have seen in a long time. One tiny nudge and 3E is a low magic game with zero balance issues. BRAVO

Hey, thanks! Usually when someone quotes me or uses my name in a post anymore, it's to tell me how wrong I am or to flame me for asking a computer game question! ;)

As for the mandatory multiclass thing, it's one of those things that is so simple and so much built into the system that it gets overlooked, or people simply dismiss it on principle: "yes, but the entire D&D magic system just doen't feel like Middle Earth.". And heck, it was a lot simpler than trying to build a whole new magic system from the ground up for what I felt would be minimal profit.
 

I'd rewrite the core classes to make prestige classes work the way they're supposed to. You give up something to become more specialized in something else. This is the best way to solve 90% of the balance problems with PrCs. And while I was at it, I'd make the core classes as flexible as the Fighter and Rogue.
 

Things I would change...

Gosh, there is a lot I would change if I could, so here goes...

Often it has been mentioned that as characters gain levels it is to simulate that they are better and weaving and ducking in the midst of battle, thereby simulating that it is easier for them to evade and hit better in battle. The easier to hit part is summed up by an increasing BaB bonus, which I understand. But to say that Hit Points sums up their ability to get out of the way of an incoming attack is just wrong. Why doesn't the BaB, in some way, also dictate how well they are on the defensive in combat?

In other words, incorporate a Defensive mechanic similar to Wheel of Time and Star Wars and get rid of Armor Class, and have armor do Damage Reduction as in Star Wars. Also, you would get a more cinematic feel to your combats this way.

2. Modify hit points so either you don't get as many, or make it like VP/WP...only the WP hits truly count, and if you get hit by a critical, you GET HIT by a critical. How many times have you rolled a critical hit and you rolled LESS damage than a normal attack??

3. Modify the skill points system so all Perform skills are split up, like Craft and Profession.

4. Give the Bards 8 + INT skill points per level and lower the Rogues to 6. If the Bards are the jack of all trades, why do they get only 4 + INT per level? Why do rogues get more?

5. Give all 2 + INT sp/lvl classes 4 per level instead, and make general Knowledge skills a class skill. Leave arcana for the spellcaster types.

6. Some races should automatically provide certain skills as class skills, regardless of class, or make it an option. Any skill that they get a bonus in should also be a class skill for that race. Allow humans to pick any two skills as class skills for that race. Craft and Profession are class skills for everyone, regardless of class.

7. Keep Attacks of Opportunity, but also include line of sight and attacks from behind. To simulate that there is no 'facing' is ridiculous. If you attack someone from behind, you are attacking them from behind, right?

8. Completely and utterly redo the magic system. You might disagree with me on this, but I call it Fire and Forget, and I personally think that the entire concept of it, and how it works, to completely stink. This, more than anything else, though is my personal bias. I use the system as is because everyone here likes it, and I do have fun with it, but it could be SO MUCH better.

9. Less emphasis on magic items to increase the power of the characters. Allow for magic items to increase in power with the characters.

10. Rate of Fire for ranged weapons would also be a good thing to come back.

11. Incorporate hardness rules and armor points for structural integrity for armor worn. If the armor gets hit, wouldn't it get weaker the more you wear it? If not, what's the use in spending points in armorsmith skills? same for weapons?
 

Chun-tzu said:
I'd rewrite the core classes to make prestige classes work the way they're supposed to. You give up something to become more specialized in something else. This is the best way to solve 90% of the balance problems with PrCs. And while I was at it, I'd make the core classes as flexible as the Fighter and Rogue.

I agree with the sentiment. Too many Prestige Classes are simply better than the class or classes that are given up in lieu of advancing in the PrC. However, I think it's more a problem of those making the PrC's than the system itself. I get the feeling that no matter how the PrC system is changed, it'll still be abused. I mean, I've seen people complain that this or that PrC is unbalanced, and come to find out that they allowed the player to start out in the PrC instead of gaining it through prereqs. You'll never be able to devise a system that is literally foolproof; they'll always find a way to screw with it.
 

Hmm. Lemme see. I'm okay with the combat system (though simplifying actions a little wouldn't hurt--reactions, free actions, partial actions, move actions, full-round actions).

I'm cool with hit points. Hit points are cool, though I wish they healed at 1 hp/level/hour.

I'm cool with flanking and attacks of opportunity.

No, what I'd change is the class system. I'd keep levels, but I'd change the classes to:

Fighter--good fighting skills
Expert--good knowledge abilities
Magus--good magic skills

With enough feats, you could create any class you want. Even if they keep rogue, and barbarian, and so on, please, if nothing else . . . you have to get rid of the arcane-divine difference. It shouldn't be hard to make a fireball-flinging cleric, or a scholarly warlock who has a lot of healing spells.
 


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