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[RCFG] RCFG Ongoing Development!
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<blockquote data-quote="Nellisir" data-source="post: 4603813" data-attributes="member: 70"><p>OK, I've skimmed through the preview and the thread here, and have some thoughts.</p><p></p><p>Classes look simpler. Lack of feats is simpler. Combat modes are more complex, but could lead to simplicity with preparation. Races are about the same - frontloaded misc grab bags of little abilities and bonuses. +/- % to xp (ie, human) first thing I ignore in rules. Dislike piddling around with xp. If humans "learn faster", give them more skill points, or skills, or a bonus talent of their choice, or the ability to start at 2nd level or something.</p><p></p><p>Combat, with surprise and initiative and weapon speed and actions and reactions, looks a lot more complex, at least in the back end/planning/prep stages (ie, you can go through and write alot of stuff down ahead of time, but it's still more complex.)</p><p></p><p>Not sure how spell power is going to balance without some kind of heavy rewrite to spells. Clerics/druids/sorcerers top out at 7th, wizards at 9th?</p><p></p><p>Do NOT like HD caps on small races. Implies hit points are solely a function of size, not ability to evade or absorb a blow as is traditional in D&D. Also will dampen "heroic" inclinations for players. Are Tiny creatures limited to d4? Do Fine creatures only get a hit point per HD? Looks like a misplaced stab at "realism" taking precedence over fun/heroism.</p><p></p><p>Explanation on ability scores, ability bonuses, and penalties to scores affecting bonuses solidified my choice to switch to bonuses only for ability scores (no more 3-18). 3-18 pointless complexity if bonuses are fixed as per d20 standard. Definition of sacred cow.</p><p></p><p>Would like to see overview/sketch definition of rules, spells, combat, etc, and all as you see them right now. Preferably in pdf.</p><p></p><p>Levels 1-15 seems arbitrary from a mechanical standpoint. not a problem, really, just looks like a perceptiual not mechanical fix. Class abilities generally OK; have not read in detail.</p><p></p><p>Like ability saves; would like to see examples of which spells require which saves. Charisma = Willpower/Wisdom=Perception intellectually understandable; emotionally or intuitively problematic. have not found good solution.</p><p></p><p>All for now!</p><p>Despite critical commentary, interest remains present and favorable.</p></blockquote><p></p>
[QUOTE="Nellisir, post: 4603813, member: 70"] OK, I've skimmed through the preview and the thread here, and have some thoughts. Classes look simpler. Lack of feats is simpler. Combat modes are more complex, but could lead to simplicity with preparation. Races are about the same - frontloaded misc grab bags of little abilities and bonuses. +/- % to xp (ie, human) first thing I ignore in rules. Dislike piddling around with xp. If humans "learn faster", give them more skill points, or skills, or a bonus talent of their choice, or the ability to start at 2nd level or something. Combat, with surprise and initiative and weapon speed and actions and reactions, looks a lot more complex, at least in the back end/planning/prep stages (ie, you can go through and write alot of stuff down ahead of time, but it's still more complex.) Not sure how spell power is going to balance without some kind of heavy rewrite to spells. Clerics/druids/sorcerers top out at 7th, wizards at 9th? Do NOT like HD caps on small races. Implies hit points are solely a function of size, not ability to evade or absorb a blow as is traditional in D&D. Also will dampen "heroic" inclinations for players. Are Tiny creatures limited to d4? Do Fine creatures only get a hit point per HD? Looks like a misplaced stab at "realism" taking precedence over fun/heroism. Explanation on ability scores, ability bonuses, and penalties to scores affecting bonuses solidified my choice to switch to bonuses only for ability scores (no more 3-18). 3-18 pointless complexity if bonuses are fixed as per d20 standard. Definition of sacred cow. Would like to see overview/sketch definition of rules, spells, combat, etc, and all as you see them right now. Preferably in pdf. Levels 1-15 seems arbitrary from a mechanical standpoint. not a problem, really, just looks like a perceptiual not mechanical fix. Class abilities generally OK; have not read in detail. Like ability saves; would like to see examples of which spells require which saves. Charisma = Willpower/Wisdom=Perception intellectually understandable; emotionally or intuitively problematic. have not found good solution. All for now! Despite critical commentary, interest remains present and favorable. [/QUOTE]
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