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Is there a need for a simplified D&D?
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<blockquote data-quote="Remathilis" data-source="post: 1758076" data-attributes="member: 7635"><p>Ok if we WANT to recreate the aroma of Basic, we need to use the same ingredients.</p><p></p><p>Hmmm</p><p> </p><p>Abiity Score: Default Array. Optional Book note for rolling stats.</p><p>Races: Human, Elf, Dwarf, Halfling Half-orc. Simple abilities:</p><p> </p><p>Human: +1 Skill, +1 feat</p><p>Elf Use Bows/Swords, +2 Detection, +2 Will Saves</p><p>Dwarf: Nightvision, +2 Fort Saves, +1 to hit Orcs, +2 Craft</p><p>Halfling +2 Acrobatics, +2 Ref Saves, +2 Stealth, +1 Sling. Small (+1 AC, slow)</p><p>Half Orc: Night Vision, +1 Detection, +1 to hit/damage</p><p> </p><p>Classes:</p><p>Fighter: d10 HD, best attack, good fort, bonus feats at a reduced rate (combat options)</p><p>Cleric: d8 Medium attack, good fort/will, Turn Undead (1d20 + level) Divine Spells</p><p>Wizard d4, poor atk, good will, spells</p><p>Rogue d6, medium atk, good ref, slower SA, some additional rogue skills</p><p>No multi-classing</p><p> </p><p>Bout the first 10 levels, I think.</p><p> </p><p>Skills</p><p>Craft (appraise + Craft)</p><p>Detection (Search, Spot, Listen)</p><p>Stealth (Hide, Move Silent)</p><p>Larceny (Forgery, Disguise)</p><p>Disable (Disable Device + Open Lock)</p><p>Acrobatics (Jump, Balance, Tumble)</p><p>Survival (Swim, Survival + Track Feat)</p><p>Knowledge (All, + Spellcraft and Decipher Script)</p><p>Persuade (Bluff, Diplomacy, Intimiidate)</p><p>Heal</p><p>Perform</p><p>Sleight of Hand</p><p>Climb</p><p> </p><p>SP: Fighter 2, Wizard 2, Rogue 6, Cleric 2. Pick Any. Otherwise as Simple Skills in UA.</p><p> </p><p>Feats:</p><p>Most of the Improved Feats are replaced by a general feat that ALLOWS that combat manuver. IE: Disarm: You can make an opposed Str check to remove an oppenents weapon</p><p> </p><p>Power Atk/Combat Exp: This gives a Straight -3/+3 bonus. No Slide Scale. </p><p>Dodge: +1 AC. </p><p> </p><p>Gone: Mounted Combat, Mobility, Metamagic, Spring Atk, Great Cleave, Imp Feint, All the +2/+2 Skills, Item Creation, Track, Endurance, Diehard</p><p> </p><p>Spells: 10 per spell level, arcane and divine lists. Considering crossover, thats around 180 spells. Remove 0 level spells. Simplify spell descriptions and dice caps whenever possible (check out Basic for some examples)</p><p> </p><p>Combat: No AoOs per se, except for Running, Casting a Spell in Melee, or doing something distracting or stupid (like trying to pick a lock)</p><p> </p><p>Most Manuevers can only be accessed via feats, fighters get these as they increase in level. </p><p> </p><p>saves are normal, most everything else works.</p><p> </p><p>Simplify list of weapons (remove most exotic) and armors, simplify rules where needed. </p><p> </p><p>Small sample of monsters CR 1/4 to 11</p><p> </p><p>Simplify magical item tables, but could be used as is. </p><p> </p><p>Otherwise, <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Remathilis, post: 1758076, member: 7635"] Ok if we WANT to recreate the aroma of Basic, we need to use the same ingredients. Hmmm Abiity Score: Default Array. Optional Book note for rolling stats. Races: Human, Elf, Dwarf, Halfling Half-orc. Simple abilities: Human: +1 Skill, +1 feat Elf Use Bows/Swords, +2 Detection, +2 Will Saves Dwarf: Nightvision, +2 Fort Saves, +1 to hit Orcs, +2 Craft Halfling +2 Acrobatics, +2 Ref Saves, +2 Stealth, +1 Sling. Small (+1 AC, slow) Half Orc: Night Vision, +1 Detection, +1 to hit/damage Classes: Fighter: d10 HD, best attack, good fort, bonus feats at a reduced rate (combat options) Cleric: d8 Medium attack, good fort/will, Turn Undead (1d20 + level) Divine Spells Wizard d4, poor atk, good will, spells Rogue d6, medium atk, good ref, slower SA, some additional rogue skills No multi-classing Bout the first 10 levels, I think. Skills Craft (appraise + Craft) Detection (Search, Spot, Listen) Stealth (Hide, Move Silent) Larceny (Forgery, Disguise) Disable (Disable Device + Open Lock) Acrobatics (Jump, Balance, Tumble) Survival (Swim, Survival + Track Feat) Knowledge (All, + Spellcraft and Decipher Script) Persuade (Bluff, Diplomacy, Intimiidate) Heal Perform Sleight of Hand Climb SP: Fighter 2, Wizard 2, Rogue 6, Cleric 2. Pick Any. Otherwise as Simple Skills in UA. Feats: Most of the Improved Feats are replaced by a general feat that ALLOWS that combat manuver. IE: Disarm: You can make an opposed Str check to remove an oppenents weapon Power Atk/Combat Exp: This gives a Straight -3/+3 bonus. No Slide Scale. Dodge: +1 AC. Gone: Mounted Combat, Mobility, Metamagic, Spring Atk, Great Cleave, Imp Feint, All the +2/+2 Skills, Item Creation, Track, Endurance, Diehard Spells: 10 per spell level, arcane and divine lists. Considering crossover, thats around 180 spells. Remove 0 level spells. Simplify spell descriptions and dice caps whenever possible (check out Basic for some examples) Combat: No AoOs per se, except for Running, Casting a Spell in Melee, or doing something distracting or stupid (like trying to pick a lock) Most Manuevers can only be accessed via feats, fighters get these as they increase in level. saves are normal, most everything else works. Simplify list of weapons (remove most exotic) and armors, simplify rules where needed. Small sample of monsters CR 1/4 to 11 Simplify magical item tables, but could be used as is. Otherwise, :D [/QUOTE]
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