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Rebuild 1E...
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<blockquote data-quote="Dannyalcatraz" data-source="post: 5035771" data-attributes="member: 19675"><p>Hmmm...rebuilding 1ED? Making it stronger, faster, better? </p><p></p><p>Just off the top of my head:</p><p></p><p><strong>1)</strong> Keep classes, but use something closer to the 3.XEd multiclassing rules. To keep more 1Ed flavor, Humans would use standard 3.X multiclassing (but with primary stat score minimum requirements), non-humans would use Gestalt rules for multiclassing. While this doesn't sound like much, if nothing else, it opens up a variety of multiclassing options for non-Elves.</p><p></p><p><strong>2)</strong> No level caps or multiclassing penalties for any race.</p><p></p><p><strong>3)</strong> Use the 3.X "higher is better" standard for all rolls and AC. IME, AC going negative as a good thing was often confusing for new or casual gamers.</p><p></p><p><strong>4)</strong> Unify all of the stats, a la 3.X. The different treatment of Str for warrior types was another stumbling point for teaching the game to new players.</p><p></p><p><strong>5)</strong> Use 4Ed-style unification of class level and power/spell level: 1st Lvl Wizards get 1st lvl spells, 2nd level Wizards get 2nd level spells, etc. This would require the re-leveling of certain spells.</p><p></p><p>Again, the original form was confusing for too many people.</p><p></p><p><strong>6)</strong> Like the Thief skills, all skills use % system to determine success or failure...but the PC's % shouldn't just be a pure chance of success. There should be a chance for targets of those skills to thwart PC successes, a reflection of THEIR skill and experience. Perhaps something along the line of the skills system of games like the original Stormbringer (1981).</p><p></p><p><strong>7)</strong> Integrate psionics into the game, at least at the mechanical level. 2Ed and <em>especially</em> 3Ed did a good job of making the psionic powers mechanically similar to spells by Wizards & Clerics. Whether there were psionic classes or not wouldn't bug me. As long as the psionics subsystem blended nicely with everything else, you could maintain the limited form of 1Ed or a wide-open 3.X style.</p><p></p><p><strong>8)</strong> Make the Bard into a normal base class instead of what is, essentially, the first PrCl in D&D.</p><p></p><p><strong>9)</strong> Reduce the number of classes, but give more options within a class- kind of like a cafeteria of options...a silo of related abilities- which would let you simultaneously customize your PC and define his or her role. </p><p></p><p>The classes needed, IMHO, would be Rogue, Spellcaster, and Warrior.</p><p></p><p>Under this system, for instance, the 2 main silos for Rogues would be the "Bard" and the "Dungeoneer" types.</p><p></p><p>A Warrior might take one set of siloed abilities to become a lightly armed berserker type, while another might make him more of a mounted combatant, and another would make him some kind of Holy Warrior (one HW silo for each of the 9 alignments).</p><p></p><p>The Spellcaster would have to decide between Arcane or Divine spells, and after that, the siloed abilities would define him as an "Illusionist," "Evoker," etc.; or as some priest of a specific faith tradition (including Druids). As for armored clerics? See the Holy Warrior silo for Warriors.</p><p></p><p>Rules would exist showing the DM how to build these silos, so if you wanted, you could add new stuff to the game- "Sorcerers," "Shadow Mages," & "Runecasters," for instance- while maintaining balance.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 5035771, member: 19675"] Hmmm...rebuilding 1ED? Making it stronger, faster, better? Just off the top of my head: [B]1)[/B] Keep classes, but use something closer to the 3.XEd multiclassing rules. To keep more 1Ed flavor, Humans would use standard 3.X multiclassing (but with primary stat score minimum requirements), non-humans would use Gestalt rules for multiclassing. While this doesn't sound like much, if nothing else, it opens up a variety of multiclassing options for non-Elves. [B]2)[/B] No level caps or multiclassing penalties for any race. [B]3)[/B] Use the 3.X "higher is better" standard for all rolls and AC. IME, AC going negative as a good thing was often confusing for new or casual gamers. [B]4)[/B] Unify all of the stats, a la 3.X. The different treatment of Str for warrior types was another stumbling point for teaching the game to new players. [B]5)[/B] Use 4Ed-style unification of class level and power/spell level: 1st Lvl Wizards get 1st lvl spells, 2nd level Wizards get 2nd level spells, etc. This would require the re-leveling of certain spells. Again, the original form was confusing for too many people. [B]6)[/B] Like the Thief skills, all skills use % system to determine success or failure...but the PC's % shouldn't just be a pure chance of success. There should be a chance for targets of those skills to thwart PC successes, a reflection of THEIR skill and experience. Perhaps something along the line of the skills system of games like the original Stormbringer (1981). [B]7)[/B] Integrate psionics into the game, at least at the mechanical level. 2Ed and [I]especially[/I] 3Ed did a good job of making the psionic powers mechanically similar to spells by Wizards & Clerics. Whether there were psionic classes or not wouldn't bug me. As long as the psionics subsystem blended nicely with everything else, you could maintain the limited form of 1Ed or a wide-open 3.X style. [B]8)[/B] Make the Bard into a normal base class instead of what is, essentially, the first PrCl in D&D. [B]9)[/B] Reduce the number of classes, but give more options within a class- kind of like a cafeteria of options...a silo of related abilities- which would let you simultaneously customize your PC and define his or her role. The classes needed, IMHO, would be Rogue, Spellcaster, and Warrior. Under this system, for instance, the 2 main silos for Rogues would be the "Bard" and the "Dungeoneer" types. A Warrior might take one set of siloed abilities to become a lightly armed berserker type, while another might make him more of a mounted combatant, and another would make him some kind of Holy Warrior (one HW silo for each of the 9 alignments). The Spellcaster would have to decide between Arcane or Divine spells, and after that, the siloed abilities would define him as an "Illusionist," "Evoker," etc.; or as some priest of a specific faith tradition (including Druids). As for armored clerics? See the Holy Warrior silo for Warriors. Rules would exist showing the DM how to build these silos, so if you wanted, you could add new stuff to the game- "Sorcerers," "Shadow Mages," & "Runecasters," for instance- while maintaining balance. [/QUOTE]
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