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<blockquote data-quote="Lanefan" data-source="post: 5038176" data-attributes="member: 29398"><p>Some fascinating ideas here which, if I were embarking on a complete rebuild, I'd take a long look at.Perhaps a bit too simple but I don't mind where this is going. That said, I've always preferred breaking out to-hit bonuses and damage bonuses due to Str. like 1e does rather than have them always the same like 3e does.</p><p>With minor changes, this is brilliant. I'd have Str. modify all damage, and melee to-hits. Dex. modifies missile to-hits and AC. Cha. should also modify some other things: Cleric undead-turning, opponents' save vs. any mind-affecting spell you cast, etc.</p><p></p><p>That said, what die would you use for initiative and surprise checks? Any modifier on a d6 is going to be *much* more relevant than on a d20.</p><p>I'd rather have it just modify the ability score - it's simpler.</p><p>While working out an ExP progression for every possible multi-class combination would be useful, it's a lot of work that I'm not about to do. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> (and I allow a lot more multi-class combinations than the RAW do). Also, I'd still like to keep the variable progression rate.</p><p></p><p>Does nothing for me. I'd prefer that a weapon's actual rolled damage always be the same - thus, for a longsword you roll d8/d12 regardless what level you are. Messy otherwise, and asking players to book-keep their weapon damage at every level just wouldn't fly here.</p><p></p><p>Excellent. I'd like to see a third option somewhere between the two, however, and have that as the default; with these presented as rules-supported alternatives.</p><p>Before getting too deep into this, we need to ask at what level the game will "cap out" at. If, like original 1e, it's going to cap out around 10th-12th, then only being able to cast 4th level spells by that point isn't much fun (particularly for Clerics, who really come into their own with their 5th-level spells). But if you think the redesign will remain playable well into the level-20's, then the slower spell gain is a good idea.</p><p></p><p>Clerics having books as well I'm not a fan of. They get their power straight from the divine. Also, I'd prefer to see pre-memorization done away with for all casters - the 3e designers really stumbled on to something good when they dreamed up the Sorcerer: all casters should work this way.</p><p>No real need to mess with them, I'd say; some minor tweaking to the tables and other than that 1e already has it pretty well nailed.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 5038176, member: 29398"] Some fascinating ideas here which, if I were embarking on a complete rebuild, I'd take a long look at.Perhaps a bit too simple but I don't mind where this is going. That said, I've always preferred breaking out to-hit bonuses and damage bonuses due to Str. like 1e does rather than have them always the same like 3e does. With minor changes, this is brilliant. I'd have Str. modify all damage, and melee to-hits. Dex. modifies missile to-hits and AC. Cha. should also modify some other things: Cleric undead-turning, opponents' save vs. any mind-affecting spell you cast, etc. That said, what die would you use for initiative and surprise checks? Any modifier on a d6 is going to be *much* more relevant than on a d20. I'd rather have it just modify the ability score - it's simpler. While working out an ExP progression for every possible multi-class combination would be useful, it's a lot of work that I'm not about to do. :) (and I allow a lot more multi-class combinations than the RAW do). Also, I'd still like to keep the variable progression rate. Does nothing for me. I'd prefer that a weapon's actual rolled damage always be the same - thus, for a longsword you roll d8/d12 regardless what level you are. Messy otherwise, and asking players to book-keep their weapon damage at every level just wouldn't fly here. Excellent. I'd like to see a third option somewhere between the two, however, and have that as the default; with these presented as rules-supported alternatives. Before getting too deep into this, we need to ask at what level the game will "cap out" at. If, like original 1e, it's going to cap out around 10th-12th, then only being able to cast 4th level spells by that point isn't much fun (particularly for Clerics, who really come into their own with their 5th-level spells). But if you think the redesign will remain playable well into the level-20's, then the slower spell gain is a good idea. Clerics having books as well I'm not a fan of. They get their power straight from the divine. Also, I'd prefer to see pre-memorization done away with for all casters - the 3e designers really stumbled on to something good when they dreamed up the Sorcerer: all casters should work this way. No real need to mess with them, I'd say; some minor tweaking to the tables and other than that 1e already has it pretty well nailed. Lanefan [/QUOTE]
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