My Thoughts on DnD, and the next Edition (Long, rambly)

Imagicka said:
Greetings...

Well, maybe it's time to slaughter some of D&D's sacred cows.

No, it isn't.

I don't think D&D has worked well for 20+ years. I know countless people who left D&D because they thought it was 'too broken'. My idea of working well is a system where I don't have to houserule it,

See, that's funny because MY idea of a working system is a system that is the best selling most-popular, most-played, most-loved RPG in the known universe.

Every RPG gets houseruled to some extent, and D20 is made for houseruling, its all about adaptability to different settings and DMs' different needs. To me that's a strength, not a failing.

I don't know. AoO are tricky and messy sometimes, but it's all part of having a combat system that allows for physical combat tactics. -- "Combat Tactics Mr. Ryan"

No, things like disarm, grapple, trip attacks, full defence, bull rush, etc.. are what allow for combat tactics. AoO primarily seems to allow for D&D players being forced to use miniatures so Hasbro can sell them to us.

Nisarg
 

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How about Languages?

This is something that really needs help.

Language should be seperate from other skills, and it is something that you make rolls on - how well do you understand it? But how to make those rolls simple, yet logical?

Possability: You can have up to 5 ranks in a language. 5 = fluent native speaker. 1 = cat, fish, go bathroom, hungry, hello, etc.
Native languages start at 5, bonus languages start at 3 (fluent, but heavy accent, and you may miss something if someone is speaking fast).
A bonus of 0, 5, 10,15 and 20 to any language roll, based on rank 1-5.

Bards get 2 ranks per skill point, other classes 1 for 1.

Other than that -

standardize magic: Duration, range, energy type, target, casting time, etc. All one of several standard choices. Metamagic simply switches between these choices. And make cantrips more ubiqitious. (sp?) I want my 6lvl wizard to be able to light candles with a gesture with one hand while the other hand summons his favorite book. Little magics should be a spellcraft check. And even free actions with a sufficient check, or base ability. Magic is cool. Low level 'hi I'm a wizard' magic should not be only 8 times per day.
 

Henry said:
Ah, yes, GURPS Fantasy - A highly underrated Fantasy Setting, indeed - but one that today would be accused of pandering to current political climate, to the contrary. :(

Henry, I've never played GURPS fantasy (played lots of other GURPS, but never felt it did the kind of fantasy I liked), so I was left wonder what exactly you meant by that... how would it be pandering?

Nisarg
 

Nisarg said:
Henry, I've never played GURPS fantasy (played lots of other GURPS, but never felt it did the kind of fantasy I liked), so I was left wonder what exactly you meant by that... how would it be pandering?

Nisarg

Because the setting, originally written in late 1980's, featured a number of both Medieval Christian and Medieval Islamic who were in a constant state of strife with one another, among other features. The human inhabitants were pulled periodically from our Earth to Yrrth via a magical storm, as were other races such as halflings, goblins, kobolds, lizardmen, etc. The Dark Elves (more sidhe than Drow) were responsible for the magical storm, and regretted it very quickly. :)

The countries of Megalos, a more Frankish / Holy Roman Empire influenced state, and Caithness, a more Late Medieval / Early Elizabethan state, were mired in about the level of the Crusdades against the Islamic nations of al-Wazif (Sunni) and al-Haz (Shiite). A paladin wasn't a paladin of Pelor, it was either an armor-ensheathed knight of God, or a swift-moving lightning effective crusader for Allah.

It was more Eberronian in its take on divinity - there were no direct manifestations of divinity; rather, magic-users who could manifest magical powers of all sorts (GURPS magic being different from AD&D), and some of those turning their gifts in service to their god. The churches wielded great power, but it was political power.
 

Does D&D need a 4th Edition?
No... it didn't really need a 3.5 edition either... which is why we'll likely see 4th edition sooner as opposed to later :\

Will 95% of the things talked about in this thread happen?
Not on your life... you may see a few things like Vitality / Wound Points mentioned in the DMG. But the Cleric won't be abolished, Armor will improve AC, Hit Points will still balloon.

What do I want to see that will never happen?
More and Better options for High Level characters... there's a reason there are thousands of Prestige Classes around because being a 20th level fighter or 20th level ANYTHING has almost no pay-off. Why get yet another bonus feat when you can gain a cool class ability instead? At least magic users have a reason to stick with their class, falling behind the power curve when it comes to spells sucks when you haven't planned specificlly for it.

I want to also see a better alternative to spell progressions as they are now... multiclassing out of a major spellcasting class is nearly suicidal the way the rules are now...

Really though I dont think we need a 4th edition... all my problems are answered in some degree or another by Arcana Unearthed, and with Arcana Evolved hopefully it'll have the look it'll deserve.
 


Henry said:
Because the setting, originally written in late 1980's, featured a number of both Medieval Christian and Medieval Islamic who were in a constant state of strife with one another, among other features. The human inhabitants were pulled periodically from our Earth to Yrrth via a magical storm, as were other races such as halflings, goblins, kobolds, lizardmen, etc. The Dark Elves (more sidhe than Drow) were responsible for the magical storm, and regretted it very quickly. :)

The countries of Megalos, a more Frankish / Holy Roman Empire influenced state, and Caithness, a more Late Medieval / Early Elizabethan state, were mired in about the level of the Crusdades against the Islamic nations of al-Wazif (Sunni) and al-Haz (Shiite). A paladin wasn't a paladin of Pelor, it was either an armor-ensheathed knight of God, or a swift-moving lightning effective crusader for Allah.

It was more Eberronian in its take on divinity - there were no direct manifestations of divinity; rather, magic-users who could manifest magical powers of all sorts (GURPS magic being different from AD&D), and some of those turning their gifts in service to their god. The churches wielded great power, but it was political power.


Wow.. now I seriously regret not having given this a look!

Nisarg
 

MDSnowman said:
Does D&D need a 4th Edition?
No... it didn't really need a 3.5 edition either... which is why we'll likely see 4th edition sooner as opposed to later :\

Will 95% of the things talked about in this thread happen?
Not on your life... you may see a few things like Vitality / Wound Points mentioned in the DMG. But the Cleric won't be abolished, Armor will improve AC, Hit Points will still balloon.


Your sort of contradicting yourself here. There will be a new edition, but nothing will change? Seems unlikely.

No, the Cleric wont be abolished, but it probably will change. The concept of Armor Class will not be replaced by something else (such as an oposed defense roll of some kind), but that doesnt mean physical armor adding to AC wont be changed, or that a base defense bonus wont be added.

Since you do believe their will be a new edition, what do you think will change?


What do I want to see that will never happen?More and Better options for High Level characters... there's a reason there are thousands of Prestige Classes around because being a 20th level fighter or 20th level ANYTHING has almost no pay-off. Why get yet another bonus feat when you can gain a cool class ability instead? At least magic users have a reason to stick with their class, falling behind the power curve when it comes to spells sucks when you haven't planned specificlly for it.


Why dont you think this will happen? 3.5 already did improve this situation somewhat (such as the ranger class and the introduction of addmitedly to few more higher level fighter feats).

Considering how much this has been discussed and complained about by people, it seems likely to be addressed.



Sadly, in practice feats usually amount to a power-gaming-palooza, where everyone looks for feats that will max out their killing capacity, or spellcasting capacity, or what have you


But the one you missed was Prestige classes. Never has what started out as such a good idea for roleplay turned into such an excuse to put powergaming above roleplay every time.

Hmm...usualy, when I see people talk about "powergaming" what they actually mean is a different play style from their own that they dont like.

If it started out as a good idea for what you considering roleplay, it still is. The fact that some people do things with it you dont like has to do with those people, you, and opnions. Not the prestige classes and feats.

Saying that feats and prestige classes are the or even a big part of the reason for "powergaming" is like saying cigarrattes are to blame for people smoking.



I agree with the original thought that the UA book has a few things that are being tested for 4e... In my opinion thats part of what the whole combat and tactics, skills and powers thing was about...


I am glad you reminded me of this. I had forgotten. lots of Skills and Powers stuff got incorporated into 3rd edition. I think eactly the same is going to occur with UA and 4th edition.


Sorcerers need to be more than spontaneous wizards. They are the only class (at least in the core rules) that doesn't have its own spell list. Good avenues would be the concepts of bloodlines or a wild mage.


Exactly. Do you foresee that happening? I do. Either that, or the Sorcerer being removed.


We need a core class that casts divine spells spontaneously. The favoured soul is a nice base for that (being favoured of a deity and getting spells because of that), but we need more than a spontaneous cleric, of course. For example, they could make the druid a spontaneous caster


Well, I am for the idea of the whole "divine/arcane, priest/wizard whatever" business being done with and each spellcaster just being what it is. But I think the "Spontaneous Divine casters" rules in UA are quite nice, and I do think it especially fits the Druid.



Tone down the cleric. I might add that the cleric as is is nice enough besides being too powerful. Different spell lists for every god would be a mess, especially in worlds like the Forgotten Realms. They could make more use of Domains, though. They could be made similar do psionic disciplines, containing several spells per level (and a lot of stuff would disappear from the general lists). The domains could govern more than spells, too. You'd get a better BAB if you got the war domain (just as an example), or better saves for the protection domain. Toughness domain would grant you more HP. Of course, these would change the BAB and so on to the level they are today, not further up (a normal cleric could have d6 and weak bab). They could make those domains strong, medium and weak, and you can have 1 strong and 1 weak, or 2 medium, or 1 medium and 2 weak, or 4 weak, or something. Of course, all this would mean that the developers would need to put more thought into the domain selection of the deities (or every domain would have a weak and a strong from)


I did a Priest class that basically did this...it was a very basic class that got Domains and the Domains determined more or less everything.

That would work. Or do away with Clerics being priests and just let them be "crusaders" or something although thats more the Paladin's job.

But that, and balance the Cleric, thats the big part.


Less dependency on magic items

Class defense bonus is also a step toward making this easier.



Divine Warriors for all corners of the alignment matrix, not just LG (like paladin of honour, freedom, tyranny, slaughter), meybe for every single alignment. This, of course, should be one class with mostly similar abilities, with some specials to spice it up.


I dont like to think of them as Divine but yes. Let the Cleric be the magical servant of whatever, and the Paladin/Crusader/Champion be the warrior for the cause. Any cause.



Merlion: Feats could be easily supernatural. There are some FR feats that allow you to cast 0-level spells! Not to mention that the bloodline feats are supernatural or the metamagic feats that allow for added spice to spells.

0th level spells is one thing. Wild Shape, Divine Grace, spellcasting progression, Energy channeling etc wouldnt be apropriate as feats within a rigid class system. They are ment to be specfic class abilities. Evasion, Uncanny Dodge, Oportunist and the like already seem like feats. They are simply physical skills or manuevers.
 

With regard to the Armour providing Damage Reduction concept:

It's something I don't like. One of the chief reasons I don't like it is because it causes a major overhaul of the entire damage system.

Consider a fighter wearing Chainmail. Let's say this is DR 5. What then does this fighter have to fear from Kobolds? At d6-1 damage, they're only ever going to hurt me on a Critical Hit!

To make these weaker creatures useful again, you have to, once more, go through every creature in the Monster Manual and increase their damage codes. Ugh.

Meanwhile, if you're a wizard (low AC in any case), your hit dice is suddenly even less useful than before.

The overall effect of adding Damage Reduction as a feature of normal armour is as massive as any previous change in D&D. It undermines the familiar combat system to a great degree.

Cheers!
 

AC does 'scale' in level in D&D if you use magic items at the proper amounts, if you introduced a class defense bonus in addition to the standard magic item allotment then you'll need a 20 or higher (at mid to high levels) to hit on most attacks (most of my games are low magic item so I give class based defense bonuses).

Maybe someone already said the above but I didn't feel like reading every post.

I think feats were a great idea and allow for character customization, in previous additions and in many other systems (class and level based ones at least) every character ends up having more or less the same abilities. But with feats characters become more unique. And of course people are going to 'power game' by taking feats that make their barbarian (who btw is an adventure and is the job of killing people) better and optimal at combat and by taking feats for their wizard (who btw is an adventurer who's line of work is in blowing people up with fire balls during battle) better at combat.

As for PRCs don't get me started, I have very mixed fillings (but I'm starting to lean towards not liking them except in very limited circumstances).

I think the sorcerers is very unique if you stop looking at them as spontaneous casting wizards (and if we don't lump them both in as arcane spell casters) rather than learning to cast spells at some university or from a master/tutor they just can cast spells. Their own spell list would help a tad too. Sorcerers are what most spell casters are in fantasy literature. If anything they should get rid of wizards, but they're a sacred cow (moo!) and with out wizards preparing spells it just wouldn't be d&d.
 

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