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Is there a need for a simplified D&D?
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<blockquote data-quote="Ourph" data-source="post: 1756117" data-attributes="member: 20239"><p>IMO, D&D 3e makes the mistake of trying to give every choice some numeric value. You choose <em>A</em> you get +<em>X</em> to this roll, you choose <em>B</em> you get minus <em>Y</em> to this check. With all the choices available in the game, eventually it becomes a little overwhelming for some players ( me included ).</p><p></p><p>This is what I would do if I were publishing a "Basic" D&D.</p><p></p><p>1. Races, Classes and Character creation stay basically the same (a few exceptions).</p><p></p><p>2. The list of skills gets shortened. Roleplaying skills get tossed. Everyone gets access to basic skills like Spot, Listen, Jump, Climb, Search, etc. (stuff that everyone can do). Skill check DCs are based on a specific set of numbers rather than a fluid range (5, 10, 20, 30 for example).</p><p></p><p>3. Feats get changed to provide special abilities rather than bonuses (especially situational bonuses). Irrelevant feats due to changes in the combat system are gone.</p><p>Deflect Arrows is a good example of a simple feat. It allows you to do something extra that nobody else can do. </p><p>Iron Will is another example of a simple feat. It provides a bonus, but it's one you get all the time.</p><p>Point Blank Shot is an example of a complex feat. It provides a situational bonus. You have to know how far you are from your target in order to know whether to apply it or not. Feats like this get "simplified".</p><p></p><p>4. Combat gets simplified dramatically. </p><p>Surprise is determined by a simple dice roll instead of opposed Spot/Hide - Listen/Move Silently checks. The way I would do it is to compare Initiative rolls. Any combatant whose Initiative roll is 5 or below is surprised. They cannot act in the first round of combat.</p><p>Attacks of Opportunity are gone. </p><p>Flanking is gone (sneak attacks only occur vs. surprised opponents or against creatures who are unaware of you). </p><p>Casters MUST make Concentration checks to cast in a threatened square. </p><p>Charging, running and other movement options are gone (except for the double move). </p><p>Lots of actions become free actions (drawing/sheathing, standing up, etc.)</p><p>Tripping is gone.</p><p>Disarming is a simple opposed attack roll with your weapon's damage roll added to the total (so for example, a Fighter wielding a greatsword would make his attack roll and then add 2d6+<em>X</em> to the roll [where <em>X</em> is his normal damage modifier]). If the defender beats the attacker by 5 or more, the attacker gets disarmed.</p><p>Grappling is already fairly simple. I'd keep it pretty much as-is.</p><p>Sundering is gone.</p><p></p><p>5. Magic is pretty much unchanged (there are a few tweaks to metamagic and the way magic items work).</p><p></p><p>6. XP is changed to a simple formula. (Avg level of party/CR of monster) x 100XP. The advancement chart stays the same.</p><p></p><p>7. Instead of having individual DCs listed for monsters special abilities and attacks, the DC if a monster (or NPC) forces a save comes from the simple equation [(HD + CR)/2] + 10 = DC. (Try it for some monsters in the MM. It's not exact, but most DCs from this equation end up within 2-3 points of the ones listed).</p></blockquote><p></p>
[QUOTE="Ourph, post: 1756117, member: 20239"] IMO, D&D 3e makes the mistake of trying to give every choice some numeric value. You choose [i]A[/i] you get +[i]X[/i] to this roll, you choose [i]B[/i] you get minus [i]Y[/i] to this check. With all the choices available in the game, eventually it becomes a little overwhelming for some players ( me included ). This is what I would do if I were publishing a "Basic" D&D. 1. Races, Classes and Character creation stay basically the same (a few exceptions). 2. The list of skills gets shortened. Roleplaying skills get tossed. Everyone gets access to basic skills like Spot, Listen, Jump, Climb, Search, etc. (stuff that everyone can do). Skill check DCs are based on a specific set of numbers rather than a fluid range (5, 10, 20, 30 for example). 3. Feats get changed to provide special abilities rather than bonuses (especially situational bonuses). Irrelevant feats due to changes in the combat system are gone. Deflect Arrows is a good example of a simple feat. It allows you to do something extra that nobody else can do. Iron Will is another example of a simple feat. It provides a bonus, but it's one you get all the time. Point Blank Shot is an example of a complex feat. It provides a situational bonus. You have to know how far you are from your target in order to know whether to apply it or not. Feats like this get "simplified". 4. Combat gets simplified dramatically. Surprise is determined by a simple dice roll instead of opposed Spot/Hide - Listen/Move Silently checks. The way I would do it is to compare Initiative rolls. Any combatant whose Initiative roll is 5 or below is surprised. They cannot act in the first round of combat. Attacks of Opportunity are gone. Flanking is gone (sneak attacks only occur vs. surprised opponents or against creatures who are unaware of you). Casters MUST make Concentration checks to cast in a threatened square. Charging, running and other movement options are gone (except for the double move). Lots of actions become free actions (drawing/sheathing, standing up, etc.) Tripping is gone. Disarming is a simple opposed attack roll with your weapon's damage roll added to the total (so for example, a Fighter wielding a greatsword would make his attack roll and then add 2d6+[i]X[/i] to the roll [where [i]X[/i] is his normal damage modifier]). If the defender beats the attacker by 5 or more, the attacker gets disarmed. Grappling is already fairly simple. I'd keep it pretty much as-is. Sundering is gone. 5. Magic is pretty much unchanged (there are a few tweaks to metamagic and the way magic items work). 6. XP is changed to a simple formula. (Avg level of party/CR of monster) x 100XP. The advancement chart stays the same. 7. Instead of having individual DCs listed for monsters special abilities and attacks, the DC if a monster (or NPC) forces a save comes from the simple equation [(HD + CR)/2] + 10 = DC. (Try it for some monsters in the MM. It's not exact, but most DCs from this equation end up within 2-3 points of the ones listed). [/QUOTE]
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