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<blockquote data-quote="Remathilis" data-source="post: 5035012" data-attributes="member: 7635"><p>Ok, here we go.</p><p></p><p>1.) Replace the ability score modifiers with either Basic or 3e's system (Personal preference to Basics, 13-15 +1, 16-17 +2, 18 +3). </p><p></p><p>2.) Give humans a +10% XP bonus. Remove Dual-classing and allow humans to multi-class. Remove triple-class multi-classing. Lastly, remove the 10% MR from gnomes & dwarves for using magic items and the no-raise clause for elves.</p><p></p><p>3.) By class: </p><p>Fighters gain a +1 to hit/dmg with "favored" weapons every 5 levels. Rangers would resemble 2e rangers but without TWF. </p><p>Paladin's as-is (though a 3e smite mechanic might be nice). </p><p>Wizards as-is (but with bonus spells for high-int). </p><p>Clerics drop to 1:2 Thac0, no armor greater than Chain+shield, and d6 HD, but gain a cure-swap like mechanic. </p><p>Druids dump the whole "must fight to level" BS and gain spells like a cleric does. </p><p>Thieves gain a d8 HD, 2:3 thac0, and thief skills become d20+rolls. Oh, and some CLEAR rules on backstab to make it useful in more than just rare-instances. </p><p>Include 2e bards, but up HD and Thac0 and restrict spells to illusion, enchantment, divination and Alteration only. </p><p>Assassins as-is, noting changes made to thieves. </p><p>Ditch the monk, or replace them with a hybrid of the RC Mystic and OA monk. Whatever you do, balance him so that he's a character class, not a unqiue sub-set of rules unto himself (IE, no str mod to hit/dmg, double HD, etc). </p><p></p><p>Upwards AC. You could either keep saves as-is OR go with the three-save categories (Fort/Ref/Will) but the "static number" method (aka a Fighter has a 13 fort, 15 ref, and 16 will save at 1st level, etc). </p><p></p><p>Spells could go as-is, but some school rebalancing might still be needed (Burning Hands, Alteration? Really?)</p><p></p><p>Some simplified unarmed combat rules might be nice as well. </p><p></p><p>Overall, AD&D could really benefit from some of 3e's "mechanic consolidation" without necessarily needing 3e's customization and simulation aspects. It could play as a more advanced version of BECMI (more classes, more spells, race/class split, etc) rather than this weird amalgam of sub-systems.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 5035012, member: 7635"] Ok, here we go. 1.) Replace the ability score modifiers with either Basic or 3e's system (Personal preference to Basics, 13-15 +1, 16-17 +2, 18 +3). 2.) Give humans a +10% XP bonus. Remove Dual-classing and allow humans to multi-class. Remove triple-class multi-classing. Lastly, remove the 10% MR from gnomes & dwarves for using magic items and the no-raise clause for elves. 3.) By class: Fighters gain a +1 to hit/dmg with "favored" weapons every 5 levels. Rangers would resemble 2e rangers but without TWF. Paladin's as-is (though a 3e smite mechanic might be nice). Wizards as-is (but with bonus spells for high-int). Clerics drop to 1:2 Thac0, no armor greater than Chain+shield, and d6 HD, but gain a cure-swap like mechanic. Druids dump the whole "must fight to level" BS and gain spells like a cleric does. Thieves gain a d8 HD, 2:3 thac0, and thief skills become d20+rolls. Oh, and some CLEAR rules on backstab to make it useful in more than just rare-instances. Include 2e bards, but up HD and Thac0 and restrict spells to illusion, enchantment, divination and Alteration only. Assassins as-is, noting changes made to thieves. Ditch the monk, or replace them with a hybrid of the RC Mystic and OA monk. Whatever you do, balance him so that he's a character class, not a unqiue sub-set of rules unto himself (IE, no str mod to hit/dmg, double HD, etc). Upwards AC. You could either keep saves as-is OR go with the three-save categories (Fort/Ref/Will) but the "static number" method (aka a Fighter has a 13 fort, 15 ref, and 16 will save at 1st level, etc). Spells could go as-is, but some school rebalancing might still be needed (Burning Hands, Alteration? Really?) Some simplified unarmed combat rules might be nice as well. Overall, AD&D could really benefit from some of 3e's "mechanic consolidation" without necessarily needing 3e's customization and simulation aspects. It could play as a more advanced version of BECMI (more classes, more spells, race/class split, etc) rather than this weird amalgam of sub-systems. [/QUOTE]
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