JVisgaitis said:
For the sake of making the game easier what do you think needs to be fixed? Also, to make this unlike all the other threads out there, how would you fix it?
I'll start. Keeping track of class and cross-class skills is a nightmare. I would do away with cross-class skills altogether. To ensure that flavor is kept with the different classes, I would create additional abilities that played off of skills that were integral to that class. I'd also remove untrained skills and say that anyone can try and use any skill with some tweaks to the skills themselves to faciliate this.
I am going to give honest answers to these questions. My answers may sound over-the-top, but it is how I think.
1. I would allow all the prestige classes from all the books, for my players. To make things easier and far more fair, I would have a book of prestige classes with all the PrCs in them. This would include PrCs from Dragon Magazine and other sources. However ... PrCs are often setting specific. PrCs not allowed in a specific setting, I would disallow (for example, kender PrCs would be inappropriate in Dark Sun, no? And Preserver/Defiler PrCs would not be appropriate in Oerth.)
2. I would have a book of feats. I would allow my players to select from all of them, barring setting specific feats only (Southern Caster, for example, seems to be uniquely Faerunian. So no, the peoples of Oerth do not have this feat, nor an equivalent, unless it says so in the books.)
3. I would have a book of standard classes. I would allow my players to select from all of them.
4. I would have a book of spells. It would have all the spells from all the books. I would allow my players full access, barring other rules (such as the need for wizards to find spells, clerical domains, limits on spells/day for sorcerers, and so on.)
- I like the Gestalt idea, but I would greatly enhance it. I would just allow that Gestalt characters could take two classes for the price of one, and ALL the powers and abilities and bonuses of each would STACK. That keeps it simple, if powerful. Gestalt characters could multiclass normally, and thus have four classes for the price of two. All abilities, powers, and bonuses would stack, but ... the character would advance only twice as fast. Penalties for not balancing classes (unless a Favored Class is in play) would be in effect.
- I would return to the Druid all her shapeshifting powers as she had them in 3.0. Yes, that strengthens the Druid. And yes, I think the Druid deserves it.
- I would keep Polymorph as it is. It is a mess, but a nice mess.
- I would return many spells to their 3.0 versions. In the case of Haste, I would cause it to allow an extra Standard Action (spellcasting included.) In the case of Heal and Harm, back to their original versions (people should be afraid of clerics!)
- I would bring back the illusion spells of the Spectral Force kind, with all the trappings. I would use the advanced 2nd edition rules concerning what could be created, how powerful it could be, and how belief could render someone comatose.
- I would bring most 2nd edition spells over unaltered. I would convert 1 round durations to 1 turn durations in 3rd edition, and 1 turn durations into 10 turn durations in 3rd edition.
- I would KEEP the limit now imposed on clerical turnings, for the good reason that if they had unlimited turnings combined with Divine Metamagic, the game would break (remove Divine Metamagic, and clerics could have back their unlimited turnings.)
- I would KEEP all the nifty, nasty, good things given to the fighter and rogue classes. They have earned those things.
- I would keep class and cross-class skills. But I would give at least four times the skill points per level, compared to what is being allowed now. I would increase the limit beyond your level in which you could raise a skill from 3 to at least 10 (that is, a 1st level character could have a skill of 11 in something, not including bonuses.)
- I would allow the drawbacks from Unearthed Arcana as standard rules, granting extra feats.
- I would change the rules to allow 3 or more starting feats, plus at LEAST 3 to 5 additional starting feats if you're human (after all, human PCs should be encouraged.) Then, I would allow 1 feat per level after that, not including fighter feats, metamagic feats, and other feats allowed.
- I would not require minatures as a part of the rules. They make a nice optional rule, but I would not make them mandatory.
- I would create more weapons that could be used both for Power Attack and for (what was it?) Nimble Attacks. Right now, only the spiked chain and rapier seem to do both.
- I think the spiked chain is a great weapon. Fine. OTHER peoples would create equally nice weapons too. And these would be available.
- I would allow all spellcasting classes about 5 times their current spell allowance, not including bonuses (and I'd scale those up exponentially with stats, not linearly.)
- I would REQUIRE worn or carried items subject to attack, to make saving throws. Yes, this might be disastrous for PCs. But if they insist on fighting and adventuring, disasters happen. I would make ANY magical weapons MUCH harder to destroy (one does not simply fireball and melt Glamdring!)
- I would make many minor artifacts (such as the 3rd edition version of a Girdle of Giant Strength) back into regular magical items. Artifacts are ARTIFACTS. A Girdle of Giant Strength is nice, but it is NOT the Hand of Vecna (you had better hope!) Artifacts do things like destroy your soul with no saving throw or spell resistance allowed. Artifacts, are rare and wonderful and awful things, and finding one is the driving force of an entire campaign.
Note what the effect would be:
Low level characters would become quite strong. A first level character would have many more options, many more choices and chances. A third level character, much less a fifth level character, would be quite a capable person.
There would be no need to struggle for high levels to make the game interesting, when you have choices and chances and interesting stuff at low level. And when you finally do get to high level (7th level or higher) the benefits are worth the trouble (such as the Druid's Shapechanging, which obviously is quite powerful. Or any 4th level spell. Or the rogue's sneak attack, multiplied by feats.)
Now, concerning really high levels, consider the Initiate of the Seven Veils. She can attack through her own personal and mobile Prismatic Sphere at 17th level, while opponents must - in order to strike her - suffer the effects of that Sphere.
Meanwhile, the Frenzied Berserker (starting at around, what, 8th level?) can shrug off death while she is frenzied, and shrug it away completely if healed before the frenzy ends.
The cleric can cast Harm at, what, 10th level? In the original version of that spell, it strips the enemy (no save) down to almost nothing.
The bladesinger can fight and cast spells simultaneously. The FR version of this class can cast any spell, once per round, indefinitely, while fighting with weapons.
These are not small powers. They are the powers of mighty characters best not meddled with. If PCs have these powers, then they should face appropriate enemies ... the campaign involves epic battles and monumental challenges. That is why we have things like the Tomb of Horrors, Castle Greyhawk, the Temple of Elemental Evil, and other nice places like that.
I know the game goes above 20th level. But why rush to 20th level, when you can do so many neat things at 3rd level? And a lower powered game is easier on the DM, who must think up all those impossibly powerful monsters to be faced.
But if a character INSISTS on pushing beyond 20th level (40th, if we are talking the modified Gestalt I mentioned above), then Pandora's Box is open, and the PC should realize that. Is the character ready to face Acererak? How about Larloch? Rary? Fistandantilus? Dalamar? The Dragon (Dark Sun) ? How about those nifty ideas Upper Krust has given us?
In that case, the enemy is going to be powerful, prepared, and smart. No just walking up to that foe and fighting him or her! (unless the PC WANTS to be eaten by a tarrasque protected by Lifeproof or something even worse.) No, taking on an epic enemy requires a whole campaign, and the situation is as byzantine and difficult as anything faced in the novel Dune.
I saw that epic spell that duplicates you for a few hours (DC 70?) Well, if an epic mage can do it, an epic dragon can do it! An epic monster can figure out how to do it. Even an epic fighter or rogue can probably figure out the secret. Then add in stasis clones, and the Manshoon Disaster. A determined enemy could duplicate that mess. Add in simulacrum, illusions, polymorphs, and just outright subterfuge and disguise.
Is that Acererak? Is that the only Acererak? Is there an Acererak in reserve? Is this a fake? Is it an illusion? A polymorph? A disguised rogue or fighter? A fighter immune to death by damage, appearing as Acererak? A bard deluding you with her song?
And, real or not, is this 'Acererak' about to fry you with some no-save spell? A spell that seems like such a spell? A trap? A host of monsters ready to appear? Magical items about to blast you to smithereens? Epic poisons? An artifact, perhaps, ready to discharge?
Well, you wanted an epic PC to face epic challenges! Enjoy yourself!
Mess around with power, face the consequences. If you can't handle that, go back to town and have a drink at the bar!
Edena_of_Neith