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Rebuild 1E...
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<blockquote data-quote="Remathilis" data-source="post: 5036023" data-attributes="member: 7635"><p>Personally (and this may delve into Edition War territory) I think 2e would be a better jumping off point. It already contains enough symmetry and re-tooling needed for an overhaul, all it would need is some further refinement.</p><p></p><p>* Abilities: Retool Strength to remove % Str. (15 is +0/+1, 16 +1/+1, 17 +1/+2, 18 +2/+4, 19 +3/+6, and shift the weightload down some). </p><p></p><p>* Races Fine as is, though I'd re-install half-orc and maybe add half-ogre. </p><p></p><p>* Classes: Most of my fixes mentioned earlier apply: Give Fighters the ability to progress in weapons up to grand master, swap priest/rogue Thac0 and HD, fix druids to ignore combat and heirophant rule-weirdness, limit bards to 5-6 schools (no fireball) and re-add the Scarlet Brotherhood Monk and Assassin. </p><p></p><p>* NWP: Simplifying the Skill List and making the check a little more elegant than modified ability checks could go a long way here.</p><p></p><p>* Re-balance schools/spheres to better focus specialists and correct priest spell oddness. </p><p></p><p>* I'd like to see Upwards AC; ymmv.</p><p></p><p>* 2e already fixes initiative/surprise wonkiness (with a simpler d10 roll), streamlines some general class rules, and codifies Thac0. It also fixes/upgrades a number of monsters like Dragons and Giants.</p><p></p><p>* Obviously, ignore kits, the multitude of splats, and such and you got a seriously good OSR system, and with a lot less work than rebuilding 1e.</p></blockquote><p></p>
[QUOTE="Remathilis, post: 5036023, member: 7635"] Personally (and this may delve into Edition War territory) I think 2e would be a better jumping off point. It already contains enough symmetry and re-tooling needed for an overhaul, all it would need is some further refinement. * Abilities: Retool Strength to remove % Str. (15 is +0/+1, 16 +1/+1, 17 +1/+2, 18 +2/+4, 19 +3/+6, and shift the weightload down some). * Races Fine as is, though I'd re-install half-orc and maybe add half-ogre. * Classes: Most of my fixes mentioned earlier apply: Give Fighters the ability to progress in weapons up to grand master, swap priest/rogue Thac0 and HD, fix druids to ignore combat and heirophant rule-weirdness, limit bards to 5-6 schools (no fireball) and re-add the Scarlet Brotherhood Monk and Assassin. * NWP: Simplifying the Skill List and making the check a little more elegant than modified ability checks could go a long way here. * Re-balance schools/spheres to better focus specialists and correct priest spell oddness. * I'd like to see Upwards AC; ymmv. * 2e already fixes initiative/surprise wonkiness (with a simpler d10 roll), streamlines some general class rules, and codifies Thac0. It also fixes/upgrades a number of monsters like Dragons and Giants. * Obviously, ignore kits, the multitude of splats, and such and you got a seriously good OSR system, and with a lot less work than rebuilding 1e. [/QUOTE]
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