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Monte's 3.75? (A sequal is on its way)

Just bought it as well, and quickly looked it over. First impression is that it is solid work, as usual. I am not sure that I like all the changes he has made (will have to read some more), but will definitely talk to my players about trying out some of the rules (new HP version amongst others).
 

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SteveC said:
He does suggest that with the rules for extra feats (characters get one feat per level) that a fighter might get a bonus feat every level. That sounds like it would work to me...

--Steve

True, and if I were to run a game with these rules I would allow exactly that, or something along the lines of allowing the d20 Modern Strong Hero talent paths on the fighter dead levels.
 

The one thing I don't like is the total disregard for fighter.

Yeah, uhh, just give him so more feats. If hes still too under power...uh..give him some more.

More like. Just use the Book of nine swords.
 


TerraDave said:
The book has a lot of variant rules, but it really hinges around two concepts. One is that there are 20 spell levels, corresponding to character level. This is both a big change (because it has a lot of ramifications) and a small one--because once you learn how simple it is to convert back and forth, it's easy. Basically, you just double the existing spell's level, and if it's a weaker spell, you subtract one from the result. So fireball is now a 6th level spell. This book, of course, does that work for you, providing a framework from the core rules. However, in so doing, I found I had to flesh out the spell list with new spells. The book contains a number of spells from Complete Book of Eldritch Might, Book of Hallowed Might, and AE (converted to core rules). I know some of you have those books, but not everyone does, and I always want the system to be complete. Plus, I created a lot of entirely brand new spells. Lastly, I changed some core rules spells and presented all new versions of them, just because after all this time I think a few of them needed a little work.

The other concept the changes center upon is to allow characters to go longer without needing to rest. To that end, recovering hit points is a bit easier, and spellcasters have so-called "disciplines" that grant them minor powers that are not expended the way prepared spells or spell slots are. In other words, once the wizard casts all his spells, he's still got a few things to do. As an interesting added effect, this also means that a cleric need give up none of their spellcasting resources in order to heal his friends.

If you're playing d20, I hope you'll check it out. I must say, it's been kinda fun to stick my toe back into game design.

I am primarily interested in the first concept - 20 levels of spells. One spell level per one caster level is something I have wanted to do for a long time, but I don't have the patience to do the necessary work on all spells to decide what level they would be. Still, there is also the problem of giving the players appropriate numbers of spell slots of each level for memorization. Tracking slots for 20 spell levels sounds rather complex and dividing the number of slots per level by 2 reduces character power (by reducing flexibility). I guess the using the spellpoint system would be a viable solution to this conundrum. How does Monte deal with it?

I am glad Monte is enjoying his brief return to game design - perhaps a more persistent return might happen one day. :)

Whether I will get the product or not depends on if I will transition to 4E or not. If I do not (and I expect to know around the time of D&D Experience that should give us a lot of information on the new edition), this product will be for me, but if I do decide to switch then I will not buy it.
 


I've read through most of the meat of the book now and I think the rules are very well done. I wouldn't mind seeing an alternate PHB with these rules incorporated so that you could just bring copies of this book rather than a whole book of what would function essentially like errata. It really is the "3.75" that would make the game more enjoyable in a lot of ways. It does seem to somewhat mirror a lot of what WotC appears to be doing to make 4E more playable.

Specifically, I like the 20 levels of spells, which is really a core concept to the book. It really simplifies the magic system. I'd imagine that this is similar to how 4E is going to work the spell slot system, and seeing how Monte implemented it, I can only imagine that the 4E version of the same will be very player friendly. I also like how healing, death and dying, and the magic using classes were reworked.

The only things that I feel should be addressed that isn't is attacks of opportunity balancing every special combat move, and simplifying grappling.

I also feel that Monte could have really competed with 4E with this product if he would have toyed with class progressions in a way that would extend the sweet spot out further. Of course extending out the sweet spot is already written into the core rules in the optional rule that would have you to double the XP threshold to gain each level.

Finally, I also like the conversational tone throughout this book. Not only does he present the new rules, but he does so in a manner that's just one gamer to another, and then he often explains his thoughts behind the design decisions.

All in all, I give this a 4.5 out 5 stars.

As an aside, I found it ironic how Monte alluded to the notion that he had planned on stepping out of RPGs altogether, but couldn't resist coming back in to keep tinkering with it. I can completely identify with this as I considered myself out of the design game just a couple months ago, but after about three or four months of having nothing on my plate, I've gotten back into it myself. I've taken on a project of great personal interest for a small publisher that has done some kickass stuff in the past, and I'm having a great time doing it again. No further comment than that, other than that I think once the game design bug has bit, the infection never really goes away. It will go into remission from time to time, but when it comes back, it hits with an all consuming fever, driving you to obsess over it until the project sees completion.... or something like that.
 

Having bought, and read, the entire book (excluding details of spells), I can say this is Monte's 3.75. Definitely his crack into 4E material. I wonder if he's had this all along or if he picked it up as he heard bits from 4e.

At any rate I have been wanting rulee like this for quite some time for 3.x. The only thing I think I'd want to change are saving throws. Saving throws just don't scale well at all.

I love the Disciplines (At will abilities more or less than can be upgraded. Think d20 modern and talents, but way way better.) and the spell levels make the rules very interesting.



I can't wait to try these out.
 

I sincerely doubt any of it is stuff he 'picked up from 4E'. Monte's talked about this kinda stuff for quite some time on his website, and this is just the result of him putting those ideas into concrete form.
 

I'd hazard that a nontrivial amount of 4e innovations were stewing in the halls of Wizards for quite some time and that Monte. Monte has previously said that they considered moving to 20 spell levels during the design of 3e but thought the change would be too jarring. Also the significant link between Mike Mearls and Monte also suggests that some of the changes might be connected to discussions between the two.
 

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