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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="delericho" data-source="post: 3269754" data-attributes="member: 22424"><p>Rules that need fixed? I can think of only two: multiclass spellcasters are badly patched, and the level adjustment rules don't really work. Those, plus a 'real' fix for the polymorph spells are the things that I think must be done for a new edition.</p><p></p><p>Now, if we're talking about rules that I think should be changed, here's my list:</p><p></p><p>1) A review of the classes needs to be done, to decide what is a base class and what is a prestige class. Ideally, base classes should not have alignment restrictions, should not be too narrow and archetype, and should not be specific to a race or culture. (So, no base class Paladin or Samurai) Additionally, implement the talent trees from d20 Modern, so that there's no longer a need for PrCs that are "an X with a bit more Y" (eg the Shifter is "a Druid with a bit more Wild Shape"). Implement class-based Defense bonuses, and probably Reputation rules.</p><p></p><p>2) A review of AC bonuses. Split them into two categories - avoidance and absorption. Set up the system so the two trade off against one another - you can get the top AC with either mechanism at the cost of the other, or a good AC in both categories, but not the top top values in both. Avoidance AC should apply to regular AC and touch, while Absorption should apply to normal AC and flat-footed.</p><p></p><p>3) Remove class and cross-class skills in favour of skill groups (from Iron Heroes). Roll Use Rope into something else. Combine Open Locks and Disable Device. Introduce a Run skill and a Drive skill (covering all vehicles - the Drive/Pilot split is good for d20 Modern, but too narrow for D&D). Add skill-based chase mechanics. Add some more description for some key skill uses. Otherwise, leave skills alone.</p><p></p><p>4) Many of the things done by PrCs (and, indeed, variant class features and new base classes) should be feats. Give characters more feats. Otherwise, leave feats as they are.</p><p></p><p>5) Review magic items, with a view to characters having far fewer, more powerful magic items. Instead of wearing four +5 defensive items, have characters wear armour +10 and shield +10, for example.</p><p></p><p>Alternatively, remove all items that give flat 'always-on' bonuses - no more swords +5, armour +5, cloaks of resistance, belts of giants strength, cloaks of elvenkind, or the like. Roll these into the character's innate abilities, and restrict magic items to instead giving PCs cool abilities they otherwise wouldn't have had. In this case, increase the effect and emphasis on masterwork items, and special item materials.</p><p></p><p>6) Review applicable conditions, and the levels at which they should be encountered. Monte Cook explained this better on his webpage a while back, but basically things like paralysis should be rare effects below a certain level (where PCs can't deal with it), relatively common at a slightly higher level (where PCs can, but it's a real resource cost), and then rare again after that point (since it's often ignored, or trivial to deal with).</p><p></p><p>7) Review CRs. I recommend the base assumption that PCs will run to 20th level, and the assignment therefore of CR20 to the most powerful non-unique creatures; then CR21 - CR28 for the unique demon lords, great wyrm dragons, and equivalent; CR28 - CR30 for the least gods, and then CR31+ for more powerful gods. Then, include guidelines in the revised Epic Level handbook for scaling all this up. The new "Deities & Demigods" should most definately be designed to be compatible with the new "Epic Level Handbook" (oh, and it should probably deal only with the Core pantheon, and include lots of information on churches, cults, temples, and the like - see Dragon's "Core Beliefs" articles for guidance.)</p><p></p><p>8) As noted above, fix the multiclass spellcaster problem. This is probably best done with partial caster-level increases for other classes, as described in Unearthed Arcana, but if a better system can be developed it should be. The Mystic Theurge and the like strike me as far to artificial a cludge for continued use.</p><p></p><p>9) Fix the LA system. Here, what I recommend is that LAs are simply removed, and instead creatures simple increased in hit dice so that the LA is no longer required. So, for example, instead of being a 1 HD creature with LA +2, the Drow would instead be a 2 or 3 HD creature with all the same abilities, and no LA. Alternately, the 'base Drow' could be constructed without the powers, and the a Paragon class introduced to 'fix' them. However, I think the former system is probably the more concise and better fix.</p><p></p><p>The scope of the changes I've suggested is way more than I would consider implementing as House Rules, and is in fact beyond the scope of anything other than a new edition.</p></blockquote><p></p>
[QUOTE="delericho, post: 3269754, member: 22424"] Rules that need fixed? I can think of only two: multiclass spellcasters are badly patched, and the level adjustment rules don't really work. Those, plus a 'real' fix for the polymorph spells are the things that I think must be done for a new edition. Now, if we're talking about rules that I think should be changed, here's my list: 1) A review of the classes needs to be done, to decide what is a base class and what is a prestige class. Ideally, base classes should not have alignment restrictions, should not be too narrow and archetype, and should not be specific to a race or culture. (So, no base class Paladin or Samurai) Additionally, implement the talent trees from d20 Modern, so that there's no longer a need for PrCs that are "an X with a bit more Y" (eg the Shifter is "a Druid with a bit more Wild Shape"). Implement class-based Defense bonuses, and probably Reputation rules. 2) A review of AC bonuses. Split them into two categories - avoidance and absorption. Set up the system so the two trade off against one another - you can get the top AC with either mechanism at the cost of the other, or a good AC in both categories, but not the top top values in both. Avoidance AC should apply to regular AC and touch, while Absorption should apply to normal AC and flat-footed. 3) Remove class and cross-class skills in favour of skill groups (from Iron Heroes). Roll Use Rope into something else. Combine Open Locks and Disable Device. Introduce a Run skill and a Drive skill (covering all vehicles - the Drive/Pilot split is good for d20 Modern, but too narrow for D&D). Add skill-based chase mechanics. Add some more description for some key skill uses. Otherwise, leave skills alone. 4) Many of the things done by PrCs (and, indeed, variant class features and new base classes) should be feats. Give characters more feats. Otherwise, leave feats as they are. 5) Review magic items, with a view to characters having far fewer, more powerful magic items. Instead of wearing four +5 defensive items, have characters wear armour +10 and shield +10, for example. Alternatively, remove all items that give flat 'always-on' bonuses - no more swords +5, armour +5, cloaks of resistance, belts of giants strength, cloaks of elvenkind, or the like. Roll these into the character's innate abilities, and restrict magic items to instead giving PCs cool abilities they otherwise wouldn't have had. In this case, increase the effect and emphasis on masterwork items, and special item materials. 6) Review applicable conditions, and the levels at which they should be encountered. Monte Cook explained this better on his webpage a while back, but basically things like paralysis should be rare effects below a certain level (where PCs can't deal with it), relatively common at a slightly higher level (where PCs can, but it's a real resource cost), and then rare again after that point (since it's often ignored, or trivial to deal with). 7) Review CRs. I recommend the base assumption that PCs will run to 20th level, and the assignment therefore of CR20 to the most powerful non-unique creatures; then CR21 - CR28 for the unique demon lords, great wyrm dragons, and equivalent; CR28 - CR30 for the least gods, and then CR31+ for more powerful gods. Then, include guidelines in the revised Epic Level handbook for scaling all this up. The new "Deities & Demigods" should most definately be designed to be compatible with the new "Epic Level Handbook" (oh, and it should probably deal only with the Core pantheon, and include lots of information on churches, cults, temples, and the like - see Dragon's "Core Beliefs" articles for guidance.) 8) As noted above, fix the multiclass spellcaster problem. This is probably best done with partial caster-level increases for other classes, as described in Unearthed Arcana, but if a better system can be developed it should be. The Mystic Theurge and the like strike me as far to artificial a cludge for continued use. 9) Fix the LA system. Here, what I recommend is that LAs are simply removed, and instead creatures simple increased in hit dice so that the LA is no longer required. So, for example, instead of being a 1 HD creature with LA +2, the Drow would instead be a 2 or 3 HD creature with all the same abilities, and no LA. Alternately, the 'base Drow' could be constructed without the powers, and the a Paragon class introduced to 'fix' them. However, I think the former system is probably the more concise and better fix. The scope of the changes I've suggested is way more than I would consider implementing as House Rules, and is in fact beyond the scope of anything other than a new edition. [/QUOTE]
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