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<blockquote data-quote="rogueattorney" data-source="post: 5036086" data-attributes="member: 17551"><p>1. I'd try to act like nothing published after 1980 existed.</p><p></p><p>2. I like the idea behind weapons v. AC, but not the implementation. I'd make things simpler by assigning bonuses for certain classes of weapons versus certain type of armor. I'd also give shields bonuses against certain types of weapons.</p><p></p><p>3. I'd refine the surprise rules a tad, and try to run everyone off of one dice (probably a d6, maybe a d%) or at least explain better what happens when someone surprises on a x in d8, etc.</p><p></p><p>4. I'd simplify initiative a little by having casting time act as an individual penalty to spellcaster's initiative (the same way dex bonuses/penalties work for missile users). I'd eliminate the casting time v. weapon speed rule.</p><p></p><p>5. I'd make AC static. If AC is static, it can be named whatever you want (a through x, 1 through 20, alpha through epsilon, whatever). I'd then just deal in bonuses or penalties to hit rolls.</p><p></p><p>6. I'd basically keep saving throws as-is, but broaden the categories a tad.</p><p></p><p>7. There's a number of things I'd clarify and clean up (small and medium shields, encumbrance of magic armor, whether missile weapons with ROF > 1 = multiple attack routines, etc.) and some obvious typos/misstatements (halfling dex/con max's, henchmen/hireling confusion in assassin's section, etc.), but that would be more in the nature of editing than rebuilding.</p><p></p><p>Rather than rebuilding, I guess I'd more tighten things up. I wouldn't want it too tight though, because I find much of the charm of the system being making decisions on the margins of the rules.</p></blockquote><p></p>
[QUOTE="rogueattorney, post: 5036086, member: 17551"] 1. I'd try to act like nothing published after 1980 existed. 2. I like the idea behind weapons v. AC, but not the implementation. I'd make things simpler by assigning bonuses for certain classes of weapons versus certain type of armor. I'd also give shields bonuses against certain types of weapons. 3. I'd refine the surprise rules a tad, and try to run everyone off of one dice (probably a d6, maybe a d%) or at least explain better what happens when someone surprises on a x in d8, etc. 4. I'd simplify initiative a little by having casting time act as an individual penalty to spellcaster's initiative (the same way dex bonuses/penalties work for missile users). I'd eliminate the casting time v. weapon speed rule. 5. I'd make AC static. If AC is static, it can be named whatever you want (a through x, 1 through 20, alpha through epsilon, whatever). I'd then just deal in bonuses or penalties to hit rolls. 6. I'd basically keep saving throws as-is, but broaden the categories a tad. 7. There's a number of things I'd clarify and clean up (small and medium shields, encumbrance of magic armor, whether missile weapons with ROF > 1 = multiple attack routines, etc.) and some obvious typos/misstatements (halfling dex/con max's, henchmen/hireling confusion in assassin's section, etc.), but that would be more in the nature of editing than rebuilding. Rather than rebuilding, I guess I'd more tighten things up. I wouldn't want it too tight though, because I find much of the charm of the system being making decisions on the margins of the rules. [/QUOTE]
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