Emerikol
Legend
Here would be my guiding principles.
1. The game is a system and not an adhoc set of exceptions.
2. No dissociative/dissonant/metagamey mechanics
3. Simple small set of classes - Fighter, Cleric, Rogue, Wizard. Each would then shine in their arena.
4. Wizard would be vancian with a lot of versatility. Very vulnerable to attack and disruption.
5. Fighters would be strong on attack and defense but simple to play.
6. Clerics would be good defense, okay physical attack, with healing/restoration coverage
7. Rogues would be excellent scouts, sneakers, cutthroats, device disablers, etc.. They'd also be decent on attack.
8. I'd make spells that traditionally were really weak a single use be at-will or encounter to make them better.
9. Most spells over 3rd would be single use period. Just the lower level spells might be a bit more flexible.
10. Magic items would be totally different. Few would just grant spell powers. Wands would adjust spell effectiveness like a sword would affect a fighters. Scrolls would be expensive. Potions would be similar to 3e but maybe a bit more costly. No magic marts.
11. Healing would be constitution bonus plus level recovered with overnight rest. Healing spells would restore as in most older versions of D&D except I'd add the targets level as a bonus.
12. ...probably more I haven't thought of....
1. The game is a system and not an adhoc set of exceptions.
2. No dissociative/dissonant/metagamey mechanics
3. Simple small set of classes - Fighter, Cleric, Rogue, Wizard. Each would then shine in their arena.
4. Wizard would be vancian with a lot of versatility. Very vulnerable to attack and disruption.
5. Fighters would be strong on attack and defense but simple to play.
6. Clerics would be good defense, okay physical attack, with healing/restoration coverage
7. Rogues would be excellent scouts, sneakers, cutthroats, device disablers, etc.. They'd also be decent on attack.
8. I'd make spells that traditionally were really weak a single use be at-will or encounter to make them better.
9. Most spells over 3rd would be single use period. Just the lower level spells might be a bit more flexible.
10. Magic items would be totally different. Few would just grant spell powers. Wands would adjust spell effectiveness like a sword would affect a fighters. Scrolls would be expensive. Potions would be similar to 3e but maybe a bit more costly. No magic marts.
11. Healing would be constitution bonus plus level recovered with overnight rest. Healing spells would restore as in most older versions of D&D except I'd add the targets level as a bonus.
12. ...probably more I haven't thought of....