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<blockquote data-quote="knifespeaks" data-source="post: 1830810" data-attributes="member: 25248"><p>Some good ideas here guys <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I have also made alterations to 3.5 to make it more rules lite, although I have never played modern, so references to skills from there are lost on me. But I will contribute what I can:</p><p></p><p><u>Combat</u></p><p>Still a 6 second round, each second = 1 segment.</p><p></p><p><u>Spells</u></p><p>Have casting times in segments</p><p></p><p><u>Initiative</u></p><p>rolled on a d6, lower roll is better and indicates upon what segment you are acting. So a 1 is acting first and a 6 is acting last. Otherwise, longer weapons always attack first, regardless of initiative - this alone makes using polearms superior to swords. This can remove the need for initiative rolls at all in some combats.</p><p></p><p></p><p><u>Spellcasting in combat</u></p><p>Movement = failed spell</p><p>getting hit = failed spell</p><p>The spellcaster doesn't roll initiative - they announce at the start of each combat round, prior to initiative being rolled, what spell they are casting. The casting time therefore indicates when in the round the spell takes effect. Get hit before the spell is finished and you lost the spell. </p><p></p><p>This naturally rewards fast casting spells in combat - magic missile is a great example. Exactly how it should be.</p><p></p><p><u>Weapons</u></p><p>Again, from first edition I use speed factors, but only in this situation:</p><p>where there's a tied initiative roll, the faster weapon goes first. </p><p>Proficiencies are with specific weapons, exactly as has been suggested in earlier posts.</p><p></p><p><u>Actions in combat</u></p><p>Essentially tied to characters # of attacks BY LEVEL (not BAB) from 3.x. Until your class gains multiple attacks/round, you can only do one thing per round - either attack, move, whatever. Attacking allows movement within 10' of where you started the combat round. So you can advance 10' every round and attack with no penalties.</p><p></p><p>This allows higher level characters to 'do more stuff' commensurate with their level without having them made into super-heroes. </p><p></p><p><u>Skills and feats</u> (this isn't technically rules lite, but I ahve included it anyway)</p><p>Everything is learnt. There are no restrictions on what you can and cannot learn, except time and ability. That's the killer, right there. If you wish to master every skill and every feat (theoretically possible I guess), then you had best be long-lived and not interested in being an adventurer. </p><p></p><p>Consequently, skills and feats aren't tied to level. They still have minimum stat pre-reqs though.</p><p></p><p>The balancing act of finding and learning these abilities whilst still having time to save the world is enough of a mechanic limiting feat chains. The DM controls what is available. The only 2 changes to the 3.x lists are listen (it cannot get better, it merely is assigned from first edition) and improved initiative (gets a -1, not a +4). I don't own any expansions for 3.x btw.</p><p></p><p>Mutliclassing</p><p>Much the same as for skills and feats. No restrictions (except alignment), but learning is a function of time and opportunity. You don't just 'learn a level of rogue/thief' in a few weeks. It takes years. Never mind learning to cast spells! Some classes, by definition, are lifestyles - clericism, druidism, paladinhood all spring to mind. They aren't 'jobs' in the way a fighter is - they are dedications to an ideal, and hence aren't usually available to just anyone to 'learn'. You ARE a cleric, but you can LEARN TO BE a fighter. There is a difference.</p><p></p><p>At the higher levels though, when a character has the time and the money to indulge, go for it - but what makes it difficult is the old ruling from first edition about a character with two classes, namely: any use of the other classes' (ie, the higher level one) skills to achieve an objective results in no experience. </p><p></p><p>This rewards characters who concentrate on their specialities, as to do anything else simply takes too much time - time in learning the skill, but also time in finding someone to teach you the skill. This is rules lite by application of 'real world' principles.</p></blockquote><p></p>
[QUOTE="knifespeaks, post: 1830810, member: 25248"] Some good ideas here guys :) I have also made alterations to 3.5 to make it more rules lite, although I have never played modern, so references to skills from there are lost on me. But I will contribute what I can: [U]Combat[/U] Still a 6 second round, each second = 1 segment. [U]Spells[/U] Have casting times in segments [U]Initiative[/U] rolled on a d6, lower roll is better and indicates upon what segment you are acting. So a 1 is acting first and a 6 is acting last. Otherwise, longer weapons always attack first, regardless of initiative - this alone makes using polearms superior to swords. This can remove the need for initiative rolls at all in some combats. [U]Spellcasting in combat[/U] Movement = failed spell getting hit = failed spell The spellcaster doesn't roll initiative - they announce at the start of each combat round, prior to initiative being rolled, what spell they are casting. The casting time therefore indicates when in the round the spell takes effect. Get hit before the spell is finished and you lost the spell. This naturally rewards fast casting spells in combat - magic missile is a great example. Exactly how it should be. [U]Weapons[/U] Again, from first edition I use speed factors, but only in this situation: where there's a tied initiative roll, the faster weapon goes first. Proficiencies are with specific weapons, exactly as has been suggested in earlier posts. [U]Actions in combat[/U] Essentially tied to characters # of attacks BY LEVEL (not BAB) from 3.x. Until your class gains multiple attacks/round, you can only do one thing per round - either attack, move, whatever. Attacking allows movement within 10' of where you started the combat round. So you can advance 10' every round and attack with no penalties. This allows higher level characters to 'do more stuff' commensurate with their level without having them made into super-heroes. [U]Skills and feats[/U] (this isn't technically rules lite, but I ahve included it anyway) Everything is learnt. There are no restrictions on what you can and cannot learn, except time and ability. That's the killer, right there. If you wish to master every skill and every feat (theoretically possible I guess), then you had best be long-lived and not interested in being an adventurer. Consequently, skills and feats aren't tied to level. They still have minimum stat pre-reqs though. The balancing act of finding and learning these abilities whilst still having time to save the world is enough of a mechanic limiting feat chains. The DM controls what is available. The only 2 changes to the 3.x lists are listen (it cannot get better, it merely is assigned from first edition) and improved initiative (gets a -1, not a +4). I don't own any expansions for 3.x btw. Mutliclassing Much the same as for skills and feats. No restrictions (except alignment), but learning is a function of time and opportunity. You don't just 'learn a level of rogue/thief' in a few weeks. It takes years. Never mind learning to cast spells! Some classes, by definition, are lifestyles - clericism, druidism, paladinhood all spring to mind. They aren't 'jobs' in the way a fighter is - they are dedications to an ideal, and hence aren't usually available to just anyone to 'learn'. You ARE a cleric, but you can LEARN TO BE a fighter. There is a difference. At the higher levels though, when a character has the time and the money to indulge, go for it - but what makes it difficult is the old ruling from first edition about a character with two classes, namely: any use of the other classes' (ie, the higher level one) skills to achieve an objective results in no experience. This rewards characters who concentrate on their specialities, as to do anything else simply takes too much time - time in learning the skill, but also time in finding someone to teach you the skill. This is rules lite by application of 'real world' principles. [/QUOTE]
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