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<blockquote data-quote="Grayhawk" data-source="post: 1825516" data-attributes="member: 11288"><p>I've been working on something like this for a while now. As such I'm interested in C&C as well, but not because I have any hopes that it'll do what I want, but because I hope I can mine it for ideas on how to handle specific issues.</p><p></p><p>My personal goal is a slimmed down version of 3x that mixes some of the d20 stuff I like - some feats and unified mechanics - with the flavor of earlier editions. While 3x is a very impresive system, I've found that I prefer the more visceral playstyle of 1e & 2e, where everything isn't codified but instead require on-the-fly rulings by the DM, and thus can play much faster (with a good DM!) than a system where there's a rule for everything but you have to remember it or know where to find it.</p><p></p><p>With the advent of 3e, I happily embraced the tactical nature of AoO's, movement and special combat feats. So I got about 70 miniatures and a nice big combat mat. While playing the game with these accessories can be very satisfying, my group felt that it takes away from the most powerful aspect of roleplaying: The imagining in your own head of everything that transpires. Much in the same way that a book-to-movie can make for a great film but rarely exceeds the reading experience. Therefore, one of the main points is getting rid of AoO's and the dependency on a battlemat.</p><p></p><p>Now, I'll spare you for all the details of my changes and instead just mention what I've changed:</p><p></p><p><strong>Races</strong></p><p>Human, Dwarf, Hafling, Elf, Halfelf. Simplified and hopefully better balanced. Example of simplification: Dwarves no longer get save bonuses to this and that but instead a plain +2 to fort saves. In the same vein, elves get a +2 bonus to will saves.</p><p></p><p><strong>Multiclassing</strong></p><p>No exp penalty. Fighter classes (fighter, ranger, paladin) can't multi with each other. Halfelves can have 3 classes, other races only 2.</p><p></p><p><strong>Classes</strong></p><p>Cleric, Fighter, Mage, Paladin, Ranger, Rogue (so far). Paladins and rangers are spell-less. Some class abilities are removed, some gained and some just shifted around.</p><p></p><p><strong>Skills</strong></p><p>A short consolidated skill list of about 15 skills. No skill points. A normal skill check is an ability check. Some classes have skills as class abilities, making the check = d20 +class level +3 +ability modifier. What Int does, is give you a number (equal to your Int modifier +1) of Craft and Knowledge skills as class abilities.</p><p></p><p><strong>Feats</strong></p><p>So far, a list of about 30, mostly combat feats. Some allow you to 'break' the rules and do things that you couldn't before, like Cleave. Some allows you to give up something for something else, like Power Attack. Most of these have been simplified to a +2/-2 mechanic. Power Attack, for instance is locked at -2/+2. Parry (my renamed Combat Expertise) is also locked at -2/+2. A specific goal of reworking feats and make up new ones, have been to make different combat styles equally appealing. As such, TWF have been made less of a feat-sink and there are feats for shield users as well as single weapon users. </p><p></p><p><strong>Free Attacks</strong></p><p>AoO's are gone, instead 2 specific situations makes you subject to a free attack: Turning your back on - and running away from - somebody with a melee weapon. Engaging somebody with reach.</p><p></p><p><strong>Combat</strong></p><p>You must end your move when entering a 'Melee Zone' (basically a threatened area). A Mobility type feat can possibly offset this. There are no Improved feats for Trip, Disarm, etc. Special combat moves like these (including Feint) are resolved by making opposed attack rolls. When it makes sense, bonus from the weapon wielded is applied. Most of these can only be tried against someone no more than 1 size larger that yourself. If not of equal size, the smaller gets a -4 penalty to his check. Some stuff you just cannot do in melee, like using a ranged weapon.</p><p></p><p><strong>Spellcasting</strong></p><p>New mechanic have the caster make a spellcasting check to see if his spell gets off on his own initiative or if it carries over to the next round, risking disruption.</p><p></p><p><strong>Turn Undead</strong></p><p>Is made a level check by the cleric, with the potential to affect a lot of undead but with a shorter range and fewer uses per day. The undead aren't 'turned' but are kept at bay like a summoned creature affected by a Magic Circle against Evil. Destruction is still possible.</p><p></p><p>Well, that's it so far. Let me know if you're interested in any details.</p></blockquote><p></p>
[QUOTE="Grayhawk, post: 1825516, member: 11288"] I've been working on something like this for a while now. As such I'm interested in C&C as well, but not because I have any hopes that it'll do what I want, but because I hope I can mine it for ideas on how to handle specific issues. My personal goal is a slimmed down version of 3x that mixes some of the d20 stuff I like - some feats and unified mechanics - with the flavor of earlier editions. While 3x is a very impresive system, I've found that I prefer the more visceral playstyle of 1e & 2e, where everything isn't codified but instead require on-the-fly rulings by the DM, and thus can play much faster (with a good DM!) than a system where there's a rule for everything but you have to remember it or know where to find it. With the advent of 3e, I happily embraced the tactical nature of AoO's, movement and special combat feats. So I got about 70 miniatures and a nice big combat mat. While playing the game with these accessories can be very satisfying, my group felt that it takes away from the most powerful aspect of roleplaying: The imagining in your own head of everything that transpires. Much in the same way that a book-to-movie can make for a great film but rarely exceeds the reading experience. Therefore, one of the main points is getting rid of AoO's and the dependency on a battlemat. Now, I'll spare you for all the details of my changes and instead just mention what I've changed: [b]Races[/b] Human, Dwarf, Hafling, Elf, Halfelf. Simplified and hopefully better balanced. Example of simplification: Dwarves no longer get save bonuses to this and that but instead a plain +2 to fort saves. In the same vein, elves get a +2 bonus to will saves. [b]Multiclassing[/b] No exp penalty. Fighter classes (fighter, ranger, paladin) can't multi with each other. Halfelves can have 3 classes, other races only 2. [b]Classes[/b] Cleric, Fighter, Mage, Paladin, Ranger, Rogue (so far). Paladins and rangers are spell-less. Some class abilities are removed, some gained and some just shifted around. [b]Skills[/b] A short consolidated skill list of about 15 skills. No skill points. A normal skill check is an ability check. Some classes have skills as class abilities, making the check = d20 +class level +3 +ability modifier. What Int does, is give you a number (equal to your Int modifier +1) of Craft and Knowledge skills as class abilities. [b]Feats[/b] So far, a list of about 30, mostly combat feats. Some allow you to 'break' the rules and do things that you couldn't before, like Cleave. Some allows you to give up something for something else, like Power Attack. Most of these have been simplified to a +2/-2 mechanic. Power Attack, for instance is locked at -2/+2. Parry (my renamed Combat Expertise) is also locked at -2/+2. A specific goal of reworking feats and make up new ones, have been to make different combat styles equally appealing. As such, TWF have been made less of a feat-sink and there are feats for shield users as well as single weapon users. [b]Free Attacks[/b] AoO's are gone, instead 2 specific situations makes you subject to a free attack: Turning your back on - and running away from - somebody with a melee weapon. Engaging somebody with reach. [b]Combat[/b] You must end your move when entering a 'Melee Zone' (basically a threatened area). A Mobility type feat can possibly offset this. There are no Improved feats for Trip, Disarm, etc. Special combat moves like these (including Feint) are resolved by making opposed attack rolls. When it makes sense, bonus from the weapon wielded is applied. Most of these can only be tried against someone no more than 1 size larger that yourself. If not of equal size, the smaller gets a -4 penalty to his check. Some stuff you just cannot do in melee, like using a ranged weapon. [b]Spellcasting[/b] New mechanic have the caster make a spellcasting check to see if his spell gets off on his own initiative or if it carries over to the next round, risking disruption. [b]Turn Undead[/b] Is made a level check by the cleric, with the potential to affect a lot of undead but with a shorter range and fewer uses per day. The undead aren't 'turned' but are kept at bay like a summoned creature affected by a Magic Circle against Evil. Destruction is still possible. Well, that's it so far. Let me know if you're interested in any details. [/QUOTE]
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