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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Retro-cloning D&D 3.0
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<blockquote data-quote="DeadlyUematsu" data-source="post: 9150009" data-attributes="member: 2677"><p>As for my own tweaks to 3.0e, besides taking a lot of cues from Blacky the Blackball's 3.Y rules, I would do the following:</p><p></p><p>In general, there are numbers (AC, to-hit, etc.) that should have been capped (soft or hard, doesn't matter) by character level. I know the real culprit were all of the bonus types introduced but a safety net would have done wonders.</p><p>For races, half-elves could use a bonus feat. Half-orcs definitely need a lot more. I would much prefer the Simplified Races variant written up on the D&D Wiki though.</p><p>For classes, this is a toughie. There are some base 3.5e classes that I like but they would need to be leaned up quite a bit. Prestige classes would go strongly back to being a DM tool.</p><p>For skills, I would encourage more of a spread by capping skill totals at (ability mod + level + 3).</p><p>For feats, I would implement the flexible slot system described in Five Moons RPG.</p><p>For combat, I would switch back to a declare first side-based initiative system. Each side roll one d20 at the start of the combat round after declaring actions. Each participant would modify the result by their initiative modifier and ties would be broken in order of missile, magic, movement, and melee. Depending on how magic is ultimately handled, casting time might be reintroduced.</p><p>For magic items and spells, there needed to be a second round of review but spot fixing or removing the most obvious offenders isn't out of questions. I would also cordon off a significant portion of the magic item economy from gold. </p><p></p><p>Ultimately, I would be very much happy with the above.</p></blockquote><p></p>
[QUOTE="DeadlyUematsu, post: 9150009, member: 2677"] As for my own tweaks to 3.0e, besides taking a lot of cues from Blacky the Blackball's 3.Y rules, I would do the following: In general, there are numbers (AC, to-hit, etc.) that should have been capped (soft or hard, doesn't matter) by character level. I know the real culprit were all of the bonus types introduced but a safety net would have done wonders. For races, half-elves could use a bonus feat. Half-orcs definitely need a lot more. I would much prefer the Simplified Races variant written up on the D&D Wiki though. For classes, this is a toughie. There are some base 3.5e classes that I like but they would need to be leaned up quite a bit. Prestige classes would go strongly back to being a DM tool. For skills, I would encourage more of a spread by capping skill totals at (ability mod + level + 3). For feats, I would implement the flexible slot system described in Five Moons RPG. For combat, I would switch back to a declare first side-based initiative system. Each side roll one d20 at the start of the combat round after declaring actions. Each participant would modify the result by their initiative modifier and ties would be broken in order of missile, magic, movement, and melee. Depending on how magic is ultimately handled, casting time might be reintroduced. For magic items and spells, there needed to be a second round of review but spot fixing or removing the most obvious offenders isn't out of questions. I would also cordon off a significant portion of the magic item economy from gold. Ultimately, I would be very much happy with the above. [/QUOTE]
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Retro-cloning D&D 3.0
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