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<blockquote data-quote="pawsplay" data-source="post: 4542690" data-attributes="member: 15538"><p>My project:</p><p></p><p>Originally, I had the idea of pre-empting 4e with a SW Saga inspired game, but apparently I was not the first person to have that idea, or the one with the most free time. Also, I've become less enchanted with some aspects of that game over time, although it does to me represent a better implementation of some of what d20 Modern tried to do. I discarded the idea of doing 3.5 "but fixed" because a) I'm not sure how much interest there is out there for my personal house rules, b) Pathfinder is doing this in a much more ambitious way, albeit in a different direction, and c) I really like a lot of variant ideas that popped up in Unearthed Arcana and other d20-based games. So I wanted to go under the hood and really rebuild a game from a 3.5 type core, but not necessarily a retread.</p><p></p><p>My main goals:</p><p>Reduce complexity, especially concerning high level characters with TOO MANY options. </p><p>Bring down the wahoo factor, aim more for the chivalric romance/swords-and-sorcery roots of D&D</p><p>Unify mechanics</p><p>Simplify character creation</p><p>Adhere to the older mythos, especially BECMI D&D and AD&D 1e and ealy D&D imitators like Palladium, T&T, etc.</p><p>Use mainly the 3.5 core, breaking only what I need to</p><p>Keep high level play viable without simply dialing PC abilities to nightmarish levels (a la Epic Handbook)</p><p>Keep numbers down</p><p>Do something with henchmen, followers, and strongholds</p><p>Reduce the prevalance of magic items to 1e levels, where a Death Knight had a 50% chance (gasp) of having a magical sword +1 or better. Not a nerf, but simply making permanent or multi-use items a little more rare, distinctive, and perhaps quirky to use.</p><p>Fix open-ended spells and abilities while keeping them flexible.</p><p></p><p>Some specific thoughts I've had:</p><p>I like the idea of unified defenses (Fortitude, Reflexes, Will) rather than "saves" and I like the SW Saga idea of AC perhaps being related to Reflexes.</p><p>I also like the idea of "roll and escape" saves so I have decided to keep saves in a different form. Ever read The Arcanum and all that? In that game, an "ability save" was what 3e calls an ability check. So saves are now all tied to abilities: Str save to break bonds, Con save to overcome nausea, etc. </p><p>I'm limited rolled hit dice and Con bonus to 10 levels. </p><p>I like the idea of class powers and feats.</p><p>Energy drain is now just damage that won't heal naturally but requires divine magic to easily be rid of.</p><p>Base a lot more effects on damage.... maybe petrify does petrification damage, and if it takes you out, you turn into a statue instead of just dead.</p><p></p><p>Two dilemmas I've had:</p><p>Do fighters need "class powers" or is it ok for their power to be feats?</p><p>Spells: Keep the 1st to 9th spell structure, or take a more Palladium/Vancian approach of spells being what they are, with some more powerful spells entailing greater difficulty, cost, or risks?</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4542690, member: 15538"] My project: Originally, I had the idea of pre-empting 4e with a SW Saga inspired game, but apparently I was not the first person to have that idea, or the one with the most free time. Also, I've become less enchanted with some aspects of that game over time, although it does to me represent a better implementation of some of what d20 Modern tried to do. I discarded the idea of doing 3.5 "but fixed" because a) I'm not sure how much interest there is out there for my personal house rules, b) Pathfinder is doing this in a much more ambitious way, albeit in a different direction, and c) I really like a lot of variant ideas that popped up in Unearthed Arcana and other d20-based games. So I wanted to go under the hood and really rebuild a game from a 3.5 type core, but not necessarily a retread. My main goals: Reduce complexity, especially concerning high level characters with TOO MANY options. Bring down the wahoo factor, aim more for the chivalric romance/swords-and-sorcery roots of D&D Unify mechanics Simplify character creation Adhere to the older mythos, especially BECMI D&D and AD&D 1e and ealy D&D imitators like Palladium, T&T, etc. Use mainly the 3.5 core, breaking only what I need to Keep high level play viable without simply dialing PC abilities to nightmarish levels (a la Epic Handbook) Keep numbers down Do something with henchmen, followers, and strongholds Reduce the prevalance of magic items to 1e levels, where a Death Knight had a 50% chance (gasp) of having a magical sword +1 or better. Not a nerf, but simply making permanent or multi-use items a little more rare, distinctive, and perhaps quirky to use. Fix open-ended spells and abilities while keeping them flexible. Some specific thoughts I've had: I like the idea of unified defenses (Fortitude, Reflexes, Will) rather than "saves" and I like the SW Saga idea of AC perhaps being related to Reflexes. I also like the idea of "roll and escape" saves so I have decided to keep saves in a different form. Ever read The Arcanum and all that? In that game, an "ability save" was what 3e calls an ability check. So saves are now all tied to abilities: Str save to break bonds, Con save to overcome nausea, etc. I'm limited rolled hit dice and Con bonus to 10 levels. I like the idea of class powers and feats. Energy drain is now just damage that won't heal naturally but requires divine magic to easily be rid of. Base a lot more effects on damage.... maybe petrify does petrification damage, and if it takes you out, you turn into a statue instead of just dead. Two dilemmas I've had: Do fighters need "class powers" or is it ok for their power to be feats? Spells: Keep the 1st to 9th spell structure, or take a more Palladium/Vancian approach of spells being what they are, with some more powerful spells entailing greater difficulty, cost, or risks? [/QUOTE]
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