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<blockquote data-quote="Afrodyte" data-source="post: 1832751" data-attributes="member: 8713"><p>Modin,</p><p></p><p>I've seen an idea similar to this in a game called <a href="http://www.mimgames.com/window/" target="_blank">The Window</a>. With your dice, do you keep the goal of matching or exceeding the DC, or do you flat-out change how DCs work?</p><p></p><p>D20 Lite ideas:</p><p></p><p>My ideas for streamlining D20 revolve around streamlining the process rather than getting rid of options. I'd keep the central die mechanic, but likely change how the different parts work alone or in conjunction with others. The parts I see needing the most tweaking are combat and magic. I think a lot of the combat rules in those chapters are better served as options, and I think magic needs to be reworked to make more sense and to seem more...magical.</p><p></p><p><u><strong>Attributes</strong></u></p><p>No changes to the attributes themselves, but I would change what saves some of them influence, particularly Reflex and Will. To me, Charisma is more fitting for Will saves since Charisma measures "actual strength of personality," and this seems more fitting to resist mental influence or domination than "common sense, perception, and intuition." To go out on a limb, linking willpower to Wisdom seems out-of-place, especially given that willpower has more in common with "force of personality" (Charisma) than "being in tune with and aware of one's surroundings."</p><p></p><p>However, Wisdom seems more fitting for Reflex saves than Dexterity, but only slightly. The key to avoiding traps, a dragon's breath weapon, or falling off a ledge seems to be having a sixth sense or an instinct that allows you to react much more quickly than you would in normal circumstances. Hence, Wisdom. There are plenty of examples in real life of this. There were several times in my life when something fell or I thought something was going to fall, and my hands were already ready to catch it. However, sit me in front of a video game, and I only embarrass myself.</p><p></p><p><u><strong>Races</strong></u></p><p>The PHB races are just sort of...there. They need something to place them within some kind of thematic context, and the mechanics should follow suit.</p><p></p><p><u><strong>Classes</strong></u></p><p>These would get the most revision. I'd include generic classes and maybe branch out to adventuring classes. Instead of level determining what specific class abilities you get, I'd have talent trees like D20 Modern, but they'd mirror PHB class abilities. In addition, the class skills would be a lot more open, giving a chance to truly reflect a character's background and interests. The goals is to have the players determine which options work best for them. <a href="http://www.enworld.org/forums/showthread.php?t=99689" target="_blank">Here</a> is a preliminary set-up. I've since revised, but this is the general idea.</p><p></p><p>To help out with character creation, I'd have backgrounds or lifepaths that includes a package that determines class skills and feats while leaving enough open to customize further. For instance, a character with a background as a goatherd would include Athletics, Handle Animal, Knowledge (nature), and Profession (goatherd) as class skills, and Animal Affinity, Great Fortitude, Iron Will, or Lightning Reflexes as one of her feats.</p><p></p><p>I think the multiclassing rules need a bit of refinement. The current system seems far too arbitrary. As it stands, a FTR 8/ROG 2 gets an xp penalty, whereas a CLC 3/FTR 4/ROG 3 does not. I'd favor ditching multiclassing XP penalties altogether, but if I were to keep them, I'd base them more on the number of additional adventuring classes are taken.</p><p></p><p><u><strong>Skills</strong></u></p><p>I like this part of the game best, but there are still some aspects of it that can be trimmed. Mostly this would be by consolidating skills that are similar in nature. For instance:</p><p></p><p>Observe: Listen + Spot + Search +Blindsense +Tremorsense +Scent</p><p>Sneak: Hide + Move Silently</p><p>Craft: add Craft (document) for Forgery</p><p>Disable Device: Disable Device + Open Lock</p><p>Persuade: Bluff + Diplomacy</p><p>Athletics: Climb + Jump + Swim + Run</p><p>Acrobatics: Balance + Tumble</p><p></p><p>I would add Navigate (Int), mostly for sailors and other people who travel often but not necessarily in the wilderness. I'd replace Decipher Script, Escape Artist, and Use Rope with the appropriate attribute check and possibly make feats that give a bonus for these types of things. I'd also consider replacing Concentration with an attribute check, or basing it on a Will save.</p><p></p><p>That makes the skill list: Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Int; I think it fits better than Wisdom), Intimidate (Cha), Knowledge (Int), Navigate (Int), Observe (Wis), Perform (Cha), Persuade (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Sneak (Dex), Speak Language (Int), Spellcraft (Int), Survival (Wis).</p><p></p><p>With this revised skill list, PCs have a chance to diversify and not simply take the skills that have the most immediate use during adventures. It can help define background and reflect non-adventuring interests as well.</p><p></p><p>I like skill synergy although I'd restructure how they worked (based on actual ranks rather than a flat bonus), and apply them to feats as well. Instead of a flat +2 bonus, I'd perhaps make it a +1 bonus for every 4 full skill ranks in the skill providing the synergy bonus (maximum +5). For instance, a character with 10 ranks in Craft would get a +2 bonus to the appropriate Appraise checks.</p><p></p><p>I've toyed with the idea of absolute skill rank maximums (say, 25) in lieu of the level-based maximums of the PHB, but I'm not sure if that would be a good idea. However, since the skill points are limited, it might not be that bad.</p><p></p><p><u><strong>Feats</strong></u></p><p>I like feats. I like how customizable they are. While some hate the fact that feats allow characters to "break the rules," I see them as expansion possibilities. In fact, a lot of the things found in the Combat chapter are better used as feats. Fighting defensively? Combat Expertise. Attacks of opportunity? Combat Reflexes. Charging? Power Attack. Bobbing and weaving? Dodge. To reflect competence, I'd base the bonuses more on combat ability (read: BAB) than just providing flat bonuses. However, in some cases the flat bonus is best.</p><p></p><p>With the new skills, a lot of the +2/+2 skill bonus feats have to be omitted and lumped under Skill Focus, or the mechanic has to change. I'd say that the skill-bonus feats would add +3 to a single skill or +2/+2 to two related skills. Skill Focus could increase the skill rank maximum from level +3 to level +5 for class skills, and make the chosen cross-class skill into a class skill.</p><p></p><p>Weapon Finesse should be a part of the main rules. Martial Weapon Proficiency and Exotic Weapon Proficiency should be differentiated or combined into a single Weapon Proficiency feat. If the former, I'd be inclined to use Unearthed Arcana's weapon groups for martial weapons and single weapons for exotic weapons.</p><p></p><p>Metamagic feats should be spontaneous. Of course, they still alter the effective level of the spell, but taking feats to use them is a bit awkward. Spell Mastery is an exception. Spell Focus and Greater Spell Focus should be able to be used with domains. Magic item creation should be based more upon the nature of the item rather than its form. Single-use, limited use, and continual use magic items would require increasing caster levels. Items not crafted by the caster would require <em>permanency</em> to be imbued with magical powers.</p><p></p><p><u><strong>Description</strong></u></p><p>Completely ditch this chapter, or rewrite it so it can be more useful.</p><p></p><p><u><strong>Equipment</strong></u></p><p>Not much to change about the structure here, but I'd shift things just a tad and try to recycle as much as possible. The weapons list is fine, but I'd reduce some overlap. Honestly, aside from shape, how are darts and shuriken functionally different? Kama and sickle? Sai and dagger? Siangham and club? Aren't the falchion and greatsword both big, heavy swords? Don't crossbows and their repeating variety operate basically the same way? </p><p></p><p><u><strong>Combat</strong></u></p><p>The main problem with combat is that so many of the rules are based on exceptions. "Roll 1d20 + BAB + modifiers except when you are trying to do anything besides swing, and even then, you still have to consider factors X. Y, and Z." It's just too much.</p><p></p><p>Instead of having separate rules for every little thing, I'd just have the basics for melee and ranged attacks, defense, and damage. The modifiers would be based upon how much things help or hinder a character rather than making rules for everything that could happen. I'd base all the extras on feats rather than make them core elements of the game.</p><p></p><p>For actions you attempt beyond what you can do in a single round, you get a significant cumulative penalty (about -5) to those things. This includes not only attacks, but physical skill checks and possibly saves as well. </p><p></p><p>Also, I'd base initiative on a reflex save since in a way it's based upon reaction time. As a passing thought, it could be modified by how difficult a weapon is to wield based upon weight and balance. So, you'd have light/heavy and balanced/awkward to go by. That way, the quality of the weapon makes a difference as well as the type of weapon it is. But that's just a passing thought.</p><p></p><p><u><strong>Magic</strong></u></p><p>Magic should be toned down a lot so that it could be more portable. If roleplaying is anything like cooking, it's easier to add ingredients than to take them out. In addition, I'd like spells designed more like <em>jump</em>-- things that enhance rather than outright replace a character's natural abilities. The really outrageous, obviously magical stuff shouldn't go on until at least high level.</p><p></p><p>Also, I'd get rid of the Vancian spells per day slot system and go on a level check based on the casting attribute. The DC would start at 10 for 1st-level spells and increase to about 30 for 9th-level spells. The result of this roll determines the DC to resist the spell (if it can be resisted).</p><p></p><p>Spells known would be more based upon the relevant casting attribute than on a chart. The maximum level of the spell you'd be able to cast is half your level, rounded down (minimum 1, maximum 9). I'd include requisite spells, though. They could go in the spell description, or perhaps in parentheses following the basic description of the spell.</p><p></p><p>I'd get rid of different spell lists for each class and the arcane/divine magic divide. The write-ups go alphabetically and by level and include the descriptors you need to figure out if your character has access to the spell or not.</p></blockquote><p></p>
[QUOTE="Afrodyte, post: 1832751, member: 8713"] Modin, I've seen an idea similar to this in a game called [url=http://www.mimgames.com/window/]The Window[/url]. With your dice, do you keep the goal of matching or exceeding the DC, or do you flat-out change how DCs work? D20 Lite ideas: My ideas for streamlining D20 revolve around streamlining the process rather than getting rid of options. I'd keep the central die mechanic, but likely change how the different parts work alone or in conjunction with others. The parts I see needing the most tweaking are combat and magic. I think a lot of the combat rules in those chapters are better served as options, and I think magic needs to be reworked to make more sense and to seem more...magical. [u][b]Attributes[/b][/u] No changes to the attributes themselves, but I would change what saves some of them influence, particularly Reflex and Will. To me, Charisma is more fitting for Will saves since Charisma measures "actual strength of personality," and this seems more fitting to resist mental influence or domination than "common sense, perception, and intuition." To go out on a limb, linking willpower to Wisdom seems out-of-place, especially given that willpower has more in common with "force of personality" (Charisma) than "being in tune with and aware of one's surroundings." However, Wisdom seems more fitting for Reflex saves than Dexterity, but only slightly. The key to avoiding traps, a dragon's breath weapon, or falling off a ledge seems to be having a sixth sense or an instinct that allows you to react much more quickly than you would in normal circumstances. Hence, Wisdom. There are plenty of examples in real life of this. There were several times in my life when something fell or I thought something was going to fall, and my hands were already ready to catch it. However, sit me in front of a video game, and I only embarrass myself. [u][b]Races[/b][/u] The PHB races are just sort of...there. They need something to place them within some kind of thematic context, and the mechanics should follow suit. [u][b]Classes[/b][/u] These would get the most revision. I'd include generic classes and maybe branch out to adventuring classes. Instead of level determining what specific class abilities you get, I'd have talent trees like D20 Modern, but they'd mirror PHB class abilities. In addition, the class skills would be a lot more open, giving a chance to truly reflect a character's background and interests. The goals is to have the players determine which options work best for them. [url=http://www.enworld.org/forums/showthread.php?t=99689]Here[/url] is a preliminary set-up. I've since revised, but this is the general idea. To help out with character creation, I'd have backgrounds or lifepaths that includes a package that determines class skills and feats while leaving enough open to customize further. For instance, a character with a background as a goatherd would include Athletics, Handle Animal, Knowledge (nature), and Profession (goatherd) as class skills, and Animal Affinity, Great Fortitude, Iron Will, or Lightning Reflexes as one of her feats. I think the multiclassing rules need a bit of refinement. The current system seems far too arbitrary. As it stands, a FTR 8/ROG 2 gets an xp penalty, whereas a CLC 3/FTR 4/ROG 3 does not. I'd favor ditching multiclassing XP penalties altogether, but if I were to keep them, I'd base them more on the number of additional adventuring classes are taken. [u][b]Skills[/b][/u] I like this part of the game best, but there are still some aspects of it that can be trimmed. Mostly this would be by consolidating skills that are similar in nature. For instance: Observe: Listen + Spot + Search +Blindsense +Tremorsense +Scent Sneak: Hide + Move Silently Craft: add Craft (document) for Forgery Disable Device: Disable Device + Open Lock Persuade: Bluff + Diplomacy Athletics: Climb + Jump + Swim + Run Acrobatics: Balance + Tumble I would add Navigate (Int), mostly for sailors and other people who travel often but not necessarily in the wilderness. I'd replace Decipher Script, Escape Artist, and Use Rope with the appropriate attribute check and possibly make feats that give a bonus for these types of things. I'd also consider replacing Concentration with an attribute check, or basing it on a Will save. That makes the skill list: Acrobatics (Dex), Appraise (Int), Athletics (Str), Craft (Int), Disable Device (Int), Disguise (Cha), Gather Information (Cha), Handle Animal (Cha), Heal (Int; I think it fits better than Wisdom), Intimidate (Cha), Knowledge (Int), Navigate (Int), Observe (Wis), Perform (Cha), Persuade (Cha), Profession (Wis), Ride (Dex), Sense Motive (Wis), Sleight of Hand (Dex), Sneak (Dex), Speak Language (Int), Spellcraft (Int), Survival (Wis). With this revised skill list, PCs have a chance to diversify and not simply take the skills that have the most immediate use during adventures. It can help define background and reflect non-adventuring interests as well. I like skill synergy although I'd restructure how they worked (based on actual ranks rather than a flat bonus), and apply them to feats as well. Instead of a flat +2 bonus, I'd perhaps make it a +1 bonus for every 4 full skill ranks in the skill providing the synergy bonus (maximum +5). For instance, a character with 10 ranks in Craft would get a +2 bonus to the appropriate Appraise checks. I've toyed with the idea of absolute skill rank maximums (say, 25) in lieu of the level-based maximums of the PHB, but I'm not sure if that would be a good idea. However, since the skill points are limited, it might not be that bad. [u][b]Feats[/b][/u] I like feats. I like how customizable they are. While some hate the fact that feats allow characters to "break the rules," I see them as expansion possibilities. In fact, a lot of the things found in the Combat chapter are better used as feats. Fighting defensively? Combat Expertise. Attacks of opportunity? Combat Reflexes. Charging? Power Attack. Bobbing and weaving? Dodge. To reflect competence, I'd base the bonuses more on combat ability (read: BAB) than just providing flat bonuses. However, in some cases the flat bonus is best. With the new skills, a lot of the +2/+2 skill bonus feats have to be omitted and lumped under Skill Focus, or the mechanic has to change. I'd say that the skill-bonus feats would add +3 to a single skill or +2/+2 to two related skills. Skill Focus could increase the skill rank maximum from level +3 to level +5 for class skills, and make the chosen cross-class skill into a class skill. Weapon Finesse should be a part of the main rules. Martial Weapon Proficiency and Exotic Weapon Proficiency should be differentiated or combined into a single Weapon Proficiency feat. If the former, I'd be inclined to use Unearthed Arcana's weapon groups for martial weapons and single weapons for exotic weapons. Metamagic feats should be spontaneous. Of course, they still alter the effective level of the spell, but taking feats to use them is a bit awkward. Spell Mastery is an exception. Spell Focus and Greater Spell Focus should be able to be used with domains. Magic item creation should be based more upon the nature of the item rather than its form. Single-use, limited use, and continual use magic items would require increasing caster levels. Items not crafted by the caster would require [i]permanency[/i] to be imbued with magical powers. [u][b]Description[/b][/u] Completely ditch this chapter, or rewrite it so it can be more useful. [u][b]Equipment[/b][/u] Not much to change about the structure here, but I'd shift things just a tad and try to recycle as much as possible. The weapons list is fine, but I'd reduce some overlap. Honestly, aside from shape, how are darts and shuriken functionally different? Kama and sickle? Sai and dagger? Siangham and club? Aren't the falchion and greatsword both big, heavy swords? Don't crossbows and their repeating variety operate basically the same way? [u][b]Combat[/b][/u] The main problem with combat is that so many of the rules are based on exceptions. "Roll 1d20 + BAB + modifiers except when you are trying to do anything besides swing, and even then, you still have to consider factors X. Y, and Z." It's just too much. Instead of having separate rules for every little thing, I'd just have the basics for melee and ranged attacks, defense, and damage. The modifiers would be based upon how much things help or hinder a character rather than making rules for everything that could happen. I'd base all the extras on feats rather than make them core elements of the game. For actions you attempt beyond what you can do in a single round, you get a significant cumulative penalty (about -5) to those things. This includes not only attacks, but physical skill checks and possibly saves as well. Also, I'd base initiative on a reflex save since in a way it's based upon reaction time. As a passing thought, it could be modified by how difficult a weapon is to wield based upon weight and balance. So, you'd have light/heavy and balanced/awkward to go by. That way, the quality of the weapon makes a difference as well as the type of weapon it is. But that's just a passing thought. [u][b]Magic[/b][/u] Magic should be toned down a lot so that it could be more portable. If roleplaying is anything like cooking, it's easier to add ingredients than to take them out. In addition, I'd like spells designed more like [i]jump[/i]-- things that enhance rather than outright replace a character's natural abilities. The really outrageous, obviously magical stuff shouldn't go on until at least high level. Also, I'd get rid of the Vancian spells per day slot system and go on a level check based on the casting attribute. The DC would start at 10 for 1st-level spells and increase to about 30 for 9th-level spells. The result of this roll determines the DC to resist the spell (if it can be resisted). Spells known would be more based upon the relevant casting attribute than on a chart. The maximum level of the spell you'd be able to cast is half your level, rounded down (minimum 1, maximum 9). I'd include requisite spells, though. They could go in the spell description, or perhaps in parentheses following the basic description of the spell. I'd get rid of different spell lists for each class and the arcane/divine magic divide. The write-ups go alphabetically and by level and include the descriptors you need to figure out if your character has access to the spell or not. [/QUOTE]
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