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<blockquote data-quote="Freakohollik" data-source="post: 5034736" data-attributes="member: 43938"><p>Wow, where to begin?</p><p></p><p>1e Saves: Keep em. The categories could be better, but the save being based on your character is great. It keeps the ridiculous power of spells in check at higher levels. Ditching this was just one of 3e's steps towards caster dominance.</p><p></p><p>Initiative: Just have each side roll one die to determine who acts first. The core system is actually a boost to casters since weapon speeds are generally higher than spell casting times.</p><p></p><p>Different Damage vs Large: Keep it. It's a boost to fighter types that allows you to take on tougher guys at higher levels. If you get rid of it, fights drag or become more dependent on spells.</p><p></p><p>Weapon vs AC table: Get rid of it. It's actually harmful to PCs since swords don't work well against high AC creatures. Although it does give the two handed sword a pretty awesome boost. But it's fairly unclear how it works against monsters. More trouble than it's worth.</p><p></p><p>Exceptional Strength and Stat Modifiers: It's SUPPOSED to be a boost to fighters. But the implementation is awful. Your only chance is to find a belt of giant strength. Something needs to change. I'd say just use the BECMI modifiers.</p><p></p><p>Races: Give humans some kind of boost then allow all races to the advance to any level in any class.</p><p></p><p>Subclasses: Plenty of problems here. They either suck (druid, illusionist), are too powerful (paladin, ranger), or are just confusing (assassin). I'd say remove them and do something like BECMI does where when you reach name level, you get a of a Paragon Path like choice to give your character more class identity.</p><p></p><p>Remove the 10% xp bonus for prime stats above 15. This is a holdover from OD&D. Since stats didn't do anything else in that edition, this was the method to make higher stat characters better than lower stated characters. It doesn't fit with 1e, where your stats actually do stuff.</p><p></p><p>Change the poison rules. There are a lot of creatures with poison, and each one is a save or die. That's pretty harsh. Better poison rules would be the easiest solution here. Something like what 2e did.</p><p></p><p>The following just don't work and need to be fixed or removed. Multi-classing, dual-classing, psionics, and bards.</p><p></p><p>Just ignore Unearthed Arcana entirely.</p><p></p><p>That's all on the top of my head.</p></blockquote><p></p>
[QUOTE="Freakohollik, post: 5034736, member: 43938"] Wow, where to begin? 1e Saves: Keep em. The categories could be better, but the save being based on your character is great. It keeps the ridiculous power of spells in check at higher levels. Ditching this was just one of 3e's steps towards caster dominance. Initiative: Just have each side roll one die to determine who acts first. The core system is actually a boost to casters since weapon speeds are generally higher than spell casting times. Different Damage vs Large: Keep it. It's a boost to fighter types that allows you to take on tougher guys at higher levels. If you get rid of it, fights drag or become more dependent on spells. Weapon vs AC table: Get rid of it. It's actually harmful to PCs since swords don't work well against high AC creatures. Although it does give the two handed sword a pretty awesome boost. But it's fairly unclear how it works against monsters. More trouble than it's worth. Exceptional Strength and Stat Modifiers: It's SUPPOSED to be a boost to fighters. But the implementation is awful. Your only chance is to find a belt of giant strength. Something needs to change. I'd say just use the BECMI modifiers. Races: Give humans some kind of boost then allow all races to the advance to any level in any class. Subclasses: Plenty of problems here. They either suck (druid, illusionist), are too powerful (paladin, ranger), or are just confusing (assassin). I'd say remove them and do something like BECMI does where when you reach name level, you get a of a Paragon Path like choice to give your character more class identity. Remove the 10% xp bonus for prime stats above 15. This is a holdover from OD&D. Since stats didn't do anything else in that edition, this was the method to make higher stat characters better than lower stated characters. It doesn't fit with 1e, where your stats actually do stuff. Change the poison rules. There are a lot of creatures with poison, and each one is a save or die. That's pretty harsh. Better poison rules would be the easiest solution here. Something like what 2e did. The following just don't work and need to be fixed or removed. Multi-classing, dual-classing, psionics, and bards. Just ignore Unearthed Arcana entirely. That's all on the top of my head. [/QUOTE]
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