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Rebuilding 3e (3.75 if you will) - My Rendition, a work in progress
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<blockquote data-quote="Angel Black" data-source="post: 3980835" data-attributes="member: 58888"><p>Some sugestions</p><p></p><p>* Multiclass Characters</p><p>Yeah, some class features must be taken at a slower rate.</p><p></p><p>* Skills</p><p>Next version of D&D will use the SaGa system with a much less number of skills.</p><p></p><p>* Monk</p><p>I think it must be more like a Fighter variant.</p><p></p><p>* Bard </p><p>They should have a Shugenja like spellcasting, Shugenjas(complete Divine) can choose Elements, each element gives them some spells (the equivalent of the spells known table).</p><p></p><p>* Vancian Magic</p><p>All the Vancian Magic must become feats/skills.Easier to manage.</p><p></p><p>* Fighter</p><p>Minions are easy by rewriting Leadership feat, also by turning some of his Bonus Feats slots into Fighter-Only-powers and giving him at least 5 of those Fighter only powers can make him a better warrior.One more tought take stuff from other fighter like classes and give it to the Fighter.</p><p></p><p>* Magic Item Creation</p><p>Eberron makes it even easier, but one idea from there can make it even harder to make , give some Craft Points at each level of adventure, to make an item you need to pay it with those Craft Points.So DM can control how faster Pcs can make a Power Glove of Doom</p><p></p><p>* The Christmas Tree Effect</p><p>Rewriting all the spells seems to be a very hard job.I would just rewrite the spellcasting entries of the classes by adding something like "normal effect of spells are... ,to get the full duration/damage of the spells as listed in the manual you need to do this ..." by adding conditions you can control better the use of metamagic, spellcasting time,bonus feats,etc.And also it gives you much less work at rewriting spells.</p><p></p><p>* Spiked Chain</p><p>I would just add a % of failing with the spiked chain at 10 ft.Something like "treat the attack to an enemy at 10ft, like an arcane spell (thus you must calculate your armor as spellcasting failure) " or even more damaging: "to attack an enemy at 10 ft, roll your attack roll, and if it pass, roll 1d6, a 1 or a 6 are misses, any other result means a hit.In case you get a critical hit on your attack roll, you don't need to throw the d6"</p><p></p><p></p><p>*Polymorph</p><p>Must be reworked by taking off some of the things given and turning those as feats, so PCs that really want to use some of that abilities have to spend some feats.</p></blockquote><p></p>
[QUOTE="Angel Black, post: 3980835, member: 58888"] Some sugestions * Multiclass Characters Yeah, some class features must be taken at a slower rate. * Skills Next version of D&D will use the SaGa system with a much less number of skills. * Monk I think it must be more like a Fighter variant. * Bard They should have a Shugenja like spellcasting, Shugenjas(complete Divine) can choose Elements, each element gives them some spells (the equivalent of the spells known table). * Vancian Magic All the Vancian Magic must become feats/skills.Easier to manage. * Fighter Minions are easy by rewriting Leadership feat, also by turning some of his Bonus Feats slots into Fighter-Only-powers and giving him at least 5 of those Fighter only powers can make him a better warrior.One more tought take stuff from other fighter like classes and give it to the Fighter. * Magic Item Creation Eberron makes it even easier, but one idea from there can make it even harder to make , give some Craft Points at each level of adventure, to make an item you need to pay it with those Craft Points.So DM can control how faster Pcs can make a Power Glove of Doom * The Christmas Tree Effect Rewriting all the spells seems to be a very hard job.I would just rewrite the spellcasting entries of the classes by adding something like "normal effect of spells are... ,to get the full duration/damage of the spells as listed in the manual you need to do this ..." by adding conditions you can control better the use of metamagic, spellcasting time,bonus feats,etc.And also it gives you much less work at rewriting spells. * Spiked Chain I would just add a % of failing with the spiked chain at 10 ft.Something like "treat the attack to an enemy at 10ft, like an arcane spell (thus you must calculate your armor as spellcasting failure) " or even more damaging: "to attack an enemy at 10 ft, roll your attack roll, and if it pass, roll 1d6, a 1 or a 6 are misses, any other result means a hit.In case you get a critical hit on your attack roll, you don't need to throw the d6" *Polymorph Must be reworked by taking off some of the things given and turning those as feats, so PCs that really want to use some of that abilities have to spend some feats. [/QUOTE]
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