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Pathfinder and 4e's love child, what I want in 5e
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<blockquote data-quote="Greg K" data-source="post: 5689869" data-attributes="member: 5038"><p>I am hard pressed to think of much I want from Pathfinder.</p><p></p><p>I'd rather start with core 3e</p><p>1. Remove level drain</p><p>2. Remove 3e XP costs</p><p>3. tone down the spellcasters starting with the following:</p><p>a. wizards can only learn spells from those found in spellbooks or scrolls or from other willing wizards (buy/trade). Increase the memorization time to 1e levels)</p><p>b. clerics can only cast spells from their deity's domain and alignment, plus a handful of universal spells.</p><p>c. Spell level does not add to DC</p><p></p><p>4. Fewer Absolutes (Sean K Reynolds web article)</p><p></p><p>5. Multi-Classing</p><p>a. does not grant new Armor and Weapon Proficiencies (use feats)</p><p>b. The DMG training variant becomes the default.</p><p></p><p>6. Skills</p><p>a. Boost the 2+Int classes without Int as a primary stat and boost them to 4+Int</p><p>b. incorporate the Cityscape enhancement Urban/Wilderness Skill Swap</p><p></p><p>7 Incorporate the many of the Unearthed Arcana class variants as examples of class customization</p><p></p><p>8. Incorporate the spellless Paladin and Ranger variants from Complete Champion as examples of class customization.</p><p></p><p>9. pare down the list of feats, make some standard combat maneuvers, and rewrite many of them.</p><p></p><p>10. pare down the list of spells, rewrite many of them</p><p></p><p>11. Saving Throws: </p><p>a. a single unified saving throw progression based on 4e defenses</p><p>b. each class gives a bonus to one or more saves. This bonus is not gained via multi-classing. If you want a permanent bonus, take the appropriate save feat.</p><p></p><p>12. From Unearthed Arcana</p><p>a. Add Environmental Races to the DMG under customizing races</p><p>b. Add many of the UA class variants (Barbarian Hunter, Bardic Sage, Divine Bard, Savage Bard, Cloistered Cleric, Monk Fighting styles, Urban Ranger, Martial Rogue, Wilderness Rogue, Battle Sorcerer)</p><p>c. Spontaneous Divine casting for divine casters and the druid</p><p>d. Specialist Wizard variant abilities</p><p>e. Favored Terrain</p><p>f. Weapon Groups</p><p>g. Death and Dying</p><p>h. Complex Skill Checks/4e Skill Checks</p><p>i. Incantations/ 4e Rituals</p><p></p><p>11. Use the ability damage variant from the DMG</p><p></p><p>12. Incorporate from 3e third party</p><p>a. Additional Classes: Green Ronin's Psychic, Shaman, and Witch classes</p><p>b. Book of Iron Might maneuver system and Fighter Styles: Book of Iron Might (Malhavoc)</p><p>c. Alternate poison rules: Poisoncraft (Blue Devil Games)</p><p>d. Alternate magic item creation rules: Artificer's Handbook (Mystic Eye Games)</p><p>e. Action Points work like True 20 Conviction/ M&M Hero Points</p><p>f. M&M 3e complications</p><p></p><p>13. Incorporate from 4e</p><p>a. backgrounds</p><p>b. Removing non-biological aspects of race and making feats</p><p>c. spell casters balanced with martial casters</p><p>d. Spellless Rangers</p><p>e. Warlord</p><p>f. More starting HP</p><p>g. Set hp per level</p><p>h. Con score gives a hit point bonus</p><p>i. base all saves on 4e Defense progression</p><p>j. Disease Track</p><p>h. Feywild</p></blockquote><p></p>
[QUOTE="Greg K, post: 5689869, member: 5038"] I am hard pressed to think of much I want from Pathfinder. I'd rather start with core 3e 1. Remove level drain 2. Remove 3e XP costs 3. tone down the spellcasters starting with the following: a. wizards can only learn spells from those found in spellbooks or scrolls or from other willing wizards (buy/trade). Increase the memorization time to 1e levels) b. clerics can only cast spells from their deity's domain and alignment, plus a handful of universal spells. c. Spell level does not add to DC 4. Fewer Absolutes (Sean K Reynolds web article) 5. Multi-Classing a. does not grant new Armor and Weapon Proficiencies (use feats) b. The DMG training variant becomes the default. 6. Skills a. Boost the 2+Int classes without Int as a primary stat and boost them to 4+Int b. incorporate the Cityscape enhancement Urban/Wilderness Skill Swap 7 Incorporate the many of the Unearthed Arcana class variants as examples of class customization 8. Incorporate the spellless Paladin and Ranger variants from Complete Champion as examples of class customization. 9. pare down the list of feats, make some standard combat maneuvers, and rewrite many of them. 10. pare down the list of spells, rewrite many of them 11. Saving Throws: a. a single unified saving throw progression based on 4e defenses b. each class gives a bonus to one or more saves. This bonus is not gained via multi-classing. If you want a permanent bonus, take the appropriate save feat. 12. From Unearthed Arcana a. Add Environmental Races to the DMG under customizing races b. Add many of the UA class variants (Barbarian Hunter, Bardic Sage, Divine Bard, Savage Bard, Cloistered Cleric, Monk Fighting styles, Urban Ranger, Martial Rogue, Wilderness Rogue, Battle Sorcerer) c. Spontaneous Divine casting for divine casters and the druid d. Specialist Wizard variant abilities e. Favored Terrain f. Weapon Groups g. Death and Dying h. Complex Skill Checks/4e Skill Checks i. Incantations/ 4e Rituals 11. Use the ability damage variant from the DMG 12. Incorporate from 3e third party a. Additional Classes: Green Ronin's Psychic, Shaman, and Witch classes b. Book of Iron Might maneuver system and Fighter Styles: Book of Iron Might (Malhavoc) c. Alternate poison rules: Poisoncraft (Blue Devil Games) d. Alternate magic item creation rules: Artificer's Handbook (Mystic Eye Games) e. Action Points work like True 20 Conviction/ M&M Hero Points f. M&M 3e complications 13. Incorporate from 4e a. backgrounds b. Removing non-biological aspects of race and making feats c. spell casters balanced with martial casters d. Spellless Rangers e. Warlord f. More starting HP g. Set hp per level h. Con score gives a hit point bonus i. base all saves on 4e Defense progression j. Disease Track h. Feywild [/QUOTE]
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