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Rules in 3.5 that need fixing and what you'd do to fix it.
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<blockquote data-quote="WayneLigon" data-source="post: 3269500" data-attributes="member: 3649"><p>I would mix a few things from True20 and Arcana Unearthed, and produce a book about the size of the Mutants and Masterminds book. The core rules would be one book, selling (because I'm WoTC/Hasbro and can get away with this) for about $15.00.</p><p></p><p>I would have the six attributes, but only use modifiers. As in, you wouldn't have a strength of 12, you'd have a strength of +1.</p><p></p><p>I would have classes, but only three: Fighter, Wizard, Expert. The fighter does the best fighting. The Wizard casts spells. The Expert is the Skills Guy. Examples would be given about how to create the roles I want by mixing classes and feats. A Ranger, for example, might be Expert, Expert, Fighter, Wizard, Expert, Fighter, Wizard for the first seven levels. You have decent fighting and excellent skills for your first couple levels, get a lot better at fighting, and then at 4rth you get spells just like now. If you wanted some of your woodsy magic earlier than you currently get now, then just take a level of Wizard sooner. Don't like the idea of a Ranger casting spells? Never give him a wizard level!</p><p></p><p>This takes care of having to put in base classes and prestige classes. Gone.</p><p></p><p>You'd get a Feat every level, so you could both further customize and fill needed roles and also give you some bennie every level that might not be related to combat. There might be another class of Feats (Prestige feats?!) that would grant broader abilities and could only be taken rarely, like every five levels.</p><p></p><p>A lot of your supernatural characteristics would be Feats or Prestige Feats. It's not uncommon in fantasy novels for a character to have one really cool ability that does one or a small amount of things and that's that. These supernatural feats would be for doing things like that.</p><p></p><p>We could probably still have some limited number of spells and spell slot-like things if we make spell levels into feats. Wizards would be able to buy spell levels with certain prerequisites (Feat: Level Three Spells - Prerequsite: Level One spells, Int +3). </p><p></p><p>Or we do away with spells altogether and go with spell-like abilities bought as feats. Arcane Blast (do 1d6 per character level) takes care of probably 50% of the damage spells in D&D as it stands now. Being able to add templates to that with feats or by other means takes care of proabbly 40% of the rest. </p><p></p><p>Each spell or power is about a paragraph in length. If you can't describe an effect in that amount of space, you're probably over reaching or getting too wordy. Either way, it's brief and unambiguous.</p><p></p><p>In any case, no way is the spell section as big as it is now. That's part of the goal. The fact that half the PHB is for spells, something that only 1/3 of the character types use, is a shame. It's even more of a shame that we <em>still </em> have such huge amounts of redundancy and duplication. We have Burning Hands, Scorching Ray, Fireball, Fire Trap, Fire Shield, Wall of Fire, etc etc etc. That should be <em>one </em> spell: Manipulate Fire, that gets better as you level or put more feats into it, or whatever. </p><p></p><p>Monsters. The MM can be pared down to maybe 50 creatures we need for a basic book, with again the magic of templates and changing out feats to show the GM how to use these basic monsters to create newer ones. </p><p></p><p>Treasure. Maybe three to four pages devoted to this. Show examples of how to make magical treasures, then give a page or two of examples. The fact that half the DMG is magical stuff is a crying shame.</p></blockquote><p></p>
[QUOTE="WayneLigon, post: 3269500, member: 3649"] I would mix a few things from True20 and Arcana Unearthed, and produce a book about the size of the Mutants and Masterminds book. The core rules would be one book, selling (because I'm WoTC/Hasbro and can get away with this) for about $15.00. I would have the six attributes, but only use modifiers. As in, you wouldn't have a strength of 12, you'd have a strength of +1. I would have classes, but only three: Fighter, Wizard, Expert. The fighter does the best fighting. The Wizard casts spells. The Expert is the Skills Guy. Examples would be given about how to create the roles I want by mixing classes and feats. A Ranger, for example, might be Expert, Expert, Fighter, Wizard, Expert, Fighter, Wizard for the first seven levels. You have decent fighting and excellent skills for your first couple levels, get a lot better at fighting, and then at 4rth you get spells just like now. If you wanted some of your woodsy magic earlier than you currently get now, then just take a level of Wizard sooner. Don't like the idea of a Ranger casting spells? Never give him a wizard level! This takes care of having to put in base classes and prestige classes. Gone. You'd get a Feat every level, so you could both further customize and fill needed roles and also give you some bennie every level that might not be related to combat. There might be another class of Feats (Prestige feats?!) that would grant broader abilities and could only be taken rarely, like every five levels. A lot of your supernatural characteristics would be Feats or Prestige Feats. It's not uncommon in fantasy novels for a character to have one really cool ability that does one or a small amount of things and that's that. These supernatural feats would be for doing things like that. We could probably still have some limited number of spells and spell slot-like things if we make spell levels into feats. Wizards would be able to buy spell levels with certain prerequisites (Feat: Level Three Spells - Prerequsite: Level One spells, Int +3). Or we do away with spells altogether and go with spell-like abilities bought as feats. Arcane Blast (do 1d6 per character level) takes care of probably 50% of the damage spells in D&D as it stands now. Being able to add templates to that with feats or by other means takes care of proabbly 40% of the rest. Each spell or power is about a paragraph in length. If you can't describe an effect in that amount of space, you're probably over reaching or getting too wordy. Either way, it's brief and unambiguous. In any case, no way is the spell section as big as it is now. That's part of the goal. The fact that half the PHB is for spells, something that only 1/3 of the character types use, is a shame. It's even more of a shame that we [I]still [/I] have such huge amounts of redundancy and duplication. We have Burning Hands, Scorching Ray, Fireball, Fire Trap, Fire Shield, Wall of Fire, etc etc etc. That should be [I]one [/I] spell: Manipulate Fire, that gets better as you level or put more feats into it, or whatever. Monsters. The MM can be pared down to maybe 50 creatures we need for a basic book, with again the magic of templates and changing out feats to show the GM how to use these basic monsters to create newer ones. Treasure. Maybe three to four pages devoted to this. Show examples of how to make magical treasures, then give a page or two of examples. The fact that half the DMG is magical stuff is a crying shame. [/QUOTE]
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