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<blockquote data-quote="Turanil" data-source="post: 1827431" data-attributes="member: 9646"><p>I much like most of your ideas: </p><p></p><p><strong>Races</strong> </p><p>I agree with you! Adding a simple plain bonus to Fort or Will saves rather than various specific circumstances bonus should simplify things!</p><p></p><p><strong>Multiclassing</strong></p><p>I agree that tracking % penalties and seeing if players don't cheat is tedious. As a DM I never bothered taking care of it, and furthermore this part doesn't exist in d20 Modern.</p><p></p><p><strong>Classes</strong></p><p>I think that the class abilities could be streamlined. I don't know what's the advantage of spell-less rangers / paladins. </p><p></p><p><strong>Skills</strong> </p><p>I like your idea, except that I probably wouldn't add a +3 to class skills; to keep it simple I would do d20 + class level + mod. In my system all classes have "class skills", plus all character get 2 free core skills (like class skills throughout their entire level progression). So Intelligence now provides a number of additional language a character can learn (both speak / read&write) beyond their native language + common (where common is more of an universal pidgin that cannot convey literacy, poetry, etc.). </p><p></p><p>Also, I would like to know about your simplified skill list. I guess it's one like the one quoted below?</p><p></p><p><strong>Feats</strong> </p><p>Well, it's not how I see the things, but it may work if these feats are clear and simple to apply. I do like the idea of a few feats enabling to "bypass the rules" like cleave.</p><p></p><p><strong>Free Attacks</strong></p><p>Agree with you on getting rid of AoOs except in case one turns back or run away from melee. However, I add a few penalties to AC for doing something else than fight in melee combat. For example, taking a potion to drink it, and the opponent gets a +2 to hit / damage on his next attack. Most things that normally provoke AoOs are handled with such a +2 or even +4 bonus.</p><p></p><p><strong>Combat</strong></p><p>End one's move when entering melee sounds good. But what about ranged combat? When character fires, that could mean abstract end of move (even if continues running, this will be counted next round)? </p><p>I thought to handle special maneuvers (trip, disarm, etc.) in a simple "called shot" manner. I thought you would get a -4 to hit (with additional -2 per size difference), then if successful, the opponent gets a saving throw or maybe a Strength check to see if he resists the attempt. </p><p></p><p><strong>Spellcasting</strong></p><p>Well, I see what you suggest as adding complexity rather than removing it. Personally, I would have wizards have more lower level spells, and then cast all their spells like sorcerers. This clearly removes complexity, and doesn't add munchkinism in my experience. Then make a new class for sorcerer; something like a witch who gets special powers instead of more spells per day. I would suggest something like a very simplified Arcana Unearthed (Monte Cook) witch.</p><p></p><p><strong>Turn Undead</strong></p><p>Seems a good change.</p><p></p><p></p><p></p><p>About a shorter skill list:</p></blockquote><p></p>
[QUOTE="Turanil, post: 1827431, member: 9646"] I much like most of your ideas: [B]Races[/B] I agree with you! Adding a simple plain bonus to Fort or Will saves rather than various specific circumstances bonus should simplify things! [B]Multiclassing[/B] I agree that tracking % penalties and seeing if players don't cheat is tedious. As a DM I never bothered taking care of it, and furthermore this part doesn't exist in d20 Modern. [B]Classes[/B] I think that the class abilities could be streamlined. I don't know what's the advantage of spell-less rangers / paladins. [B]Skills[/B] I like your idea, except that I probably wouldn't add a +3 to class skills; to keep it simple I would do d20 + class level + mod. In my system all classes have "class skills", plus all character get 2 free core skills (like class skills throughout their entire level progression). So Intelligence now provides a number of additional language a character can learn (both speak / read&write) beyond their native language + common (where common is more of an universal pidgin that cannot convey literacy, poetry, etc.). Also, I would like to know about your simplified skill list. I guess it's one like the one quoted below? [B]Feats[/B] Well, it's not how I see the things, but it may work if these feats are clear and simple to apply. I do like the idea of a few feats enabling to "bypass the rules" like cleave. [B]Free Attacks[/B] Agree with you on getting rid of AoOs except in case one turns back or run away from melee. However, I add a few penalties to AC for doing something else than fight in melee combat. For example, taking a potion to drink it, and the opponent gets a +2 to hit / damage on his next attack. Most things that normally provoke AoOs are handled with such a +2 or even +4 bonus. [B]Combat[/B] End one's move when entering melee sounds good. But what about ranged combat? When character fires, that could mean abstract end of move (even if continues running, this will be counted next round)? I thought to handle special maneuvers (trip, disarm, etc.) in a simple "called shot" manner. I thought you would get a -4 to hit (with additional -2 per size difference), then if successful, the opponent gets a saving throw or maybe a Strength check to see if he resists the attempt. [B]Spellcasting[/B] Well, I see what you suggest as adding complexity rather than removing it. Personally, I would have wizards have more lower level spells, and then cast all their spells like sorcerers. This clearly removes complexity, and doesn't add munchkinism in my experience. Then make a new class for sorcerer; something like a witch who gets special powers instead of more spells per day. I would suggest something like a very simplified Arcana Unearthed (Monte Cook) witch. [B]Turn Undead[/B] Seems a good change. About a shorter skill list: [/QUOTE]
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