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My Thoughts on DnD, and the next Edition (Long, rambly)
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<blockquote data-quote="Aust Diamondew" data-source="post: 1770780" data-attributes="member: 5156"><p>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).</p><p></p><p>Maybe someone already said the above but I didn't feel like reading every post.</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Aust Diamondew, post: 1770780, member: 5156"] 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. [/QUOTE]
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My Thoughts on DnD, and the next Edition (Long, rambly)
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