Nellisir
Hero
This thread going to be more thoughts and notes and less formal rules for right now; I need someplace to stash these concepts before I forget them.
Abilities: Modifiers only. Nothing radical.
Races: Nothing really new. no ability penalties is good. Simpler abilities & layout.
Classes: Big questionmark. Dedicated classes, a la 1e, 2e, and 3e, or flexible classes a la d20 modern? maybe time to figure out polls. Give classes "maneuvers" based on paladin spell progression & IH feats. Concentrate on levels 1-10. A cookie every level; a toy every round.
Skills: Compact; simplif layout. Dump skill points? Trained/untrained? Additional trained per 4 levels? Concentration checks?
Feats: rework as part of everything else. Metamagic - ditch spell level penalty? Laden spells, or action points, or other?
Combat:
- grappling & unarmed combat as exotic weapon proficiencies. Unarmed combat does lethal damage; ditch nonlethal damage. Grappling alone = penalties to AC and Dex (duration?); grappling + small/light weapon in hand = sneak attack opportunity (a rogue grabs a guard and cuts his throat); Grappling + Unarmed Combat = damage. Ditch opposed checks; grappling vs Reflex? Grappling over multiple rounds? Pinning?
-Dump AoO; AoO as feat? AC penalty instead of AoO in certain cases?
- no iterative attacks
Time:
- major, minor, and free actions. Attack as minor action with -5 penalty. Spellcast as minor action with ? penalty. move distance as minor action; move distance + (other) minor action as major action.
Saves: Don't wanna rework saves; too damned many numbers! Save for a day I'm crazy.
Spells: Cull spell list for max.fun spells. Think of alternatives for cool spells (everyone gets a phantom steed). AE style spellcasting; no spontaneous/prepared divide. Dump buffs. See IH for tearing out magic items.
Monsters: good points about simplifying. Redo types; focus on opponent in play, not opponent in theory. Bump hp; lower damage?
Abilities: Modifiers only. Nothing radical.
Races: Nothing really new. no ability penalties is good. Simpler abilities & layout.
Classes: Big questionmark. Dedicated classes, a la 1e, 2e, and 3e, or flexible classes a la d20 modern? maybe time to figure out polls. Give classes "maneuvers" based on paladin spell progression & IH feats. Concentrate on levels 1-10. A cookie every level; a toy every round.
Skills: Compact; simplif layout. Dump skill points? Trained/untrained? Additional trained per 4 levels? Concentration checks?
Feats: rework as part of everything else. Metamagic - ditch spell level penalty? Laden spells, or action points, or other?
Combat:
- grappling & unarmed combat as exotic weapon proficiencies. Unarmed combat does lethal damage; ditch nonlethal damage. Grappling alone = penalties to AC and Dex (duration?); grappling + small/light weapon in hand = sneak attack opportunity (a rogue grabs a guard and cuts his throat); Grappling + Unarmed Combat = damage. Ditch opposed checks; grappling vs Reflex? Grappling over multiple rounds? Pinning?
-Dump AoO; AoO as feat? AC penalty instead of AoO in certain cases?
- no iterative attacks
Time:
- major, minor, and free actions. Attack as minor action with -5 penalty. Spellcast as minor action with ? penalty. move distance as minor action; move distance + (other) minor action as major action.
Saves: Don't wanna rework saves; too damned many numbers! Save for a day I'm crazy.
Spells: Cull spell list for max.fun spells. Think of alternatives for cool spells (everyone gets a phantom steed). AE style spellcasting; no spontaneous/prepared divide. Dump buffs. See IH for tearing out magic items.
Monsters: good points about simplifying. Redo types; focus on opponent in play, not opponent in theory. Bump hp; lower damage?
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