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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="Psion" data-source="post: 3270878" data-attributes="member: 172"><p>I agree, but...</p><p></p><p></p><p></p><p>I think that's a bad solution.</p><p></p><p>Classes are an important representation of what the character <em>is</em>; to divorce a character class from their skills would dilute the meaning of classes in a telling way.</p><p></p><p>My solution here would be to do something like keep the in-class/cross-class caps. But instead of variable costs (which are were most of the pain comes in), give characters points in categories, or even a selection of points that must go to class skills and the rest can go anywhere (like CoC BRP and Cyberpunk 2020). Perhaps give character a background selection that these points can go to.</p><p></p><p>My fixes:</p><ul> <li data-xf-list-type="ul"><strong>Classes</strong> - base classes need to be more generic. Give them more options to minimize the "class mill" effect we are suffering under now. <strong>Prestige classes</strong> remain, but the need for them is minimized. So now, make a "oral historian/enterainer class" that can be bard or jester, a "holy warrior" that can be more than just a paladin.</li> <li data-xf-list-type="ul"><strong>Psionics</strong> - if everyone's uptight about the psion overlapping with the sorcerer and want to make sorcerer a point caster, ditch the sorcerer and replace it with psion. Also, make the psychic warrior more flexible/configurable and replace the monk with it.</li> <li data-xf-list-type="ul"><strong>Skills</strong> - more skill points, more categorical skills. The skill system for d20 is really very good, but it is underplayed.</li> <li data-xf-list-type="ul"><strong>Feats</strong> - give out more. They are a nice option, but come out too slow.</li> <li data-xf-list-type="ul"><strong>Iterative attacks</strong> - come up with something better, like a damage boost or free attacks if you make a good enough raw roll. Tracking different modifiers have proven to me to slow high level games to a crawl.</li> </ul><p></p><p>That's a start.</p></blockquote><p></p>
[QUOTE="Psion, post: 3270878, member: 172"] I agree, but... I think that's a bad solution. Classes are an important representation of what the character [i]is[/i]; to divorce a character class from their skills would dilute the meaning of classes in a telling way. My solution here would be to do something like keep the in-class/cross-class caps. But instead of variable costs (which are were most of the pain comes in), give characters points in categories, or even a selection of points that must go to class skills and the rest can go anywhere (like CoC BRP and Cyberpunk 2020). Perhaps give character a background selection that these points can go to. My fixes: [list] [*][b]Classes[/b] - base classes need to be more generic. Give them more options to minimize the "class mill" effect we are suffering under now. [b]Prestige classes[/b] remain, but the need for them is minimized. So now, make a "oral historian/enterainer class" that can be bard or jester, a "holy warrior" that can be more than just a paladin. [*][b]Psionics[/b] - if everyone's uptight about the psion overlapping with the sorcerer and want to make sorcerer a point caster, ditch the sorcerer and replace it with psion. Also, make the psychic warrior more flexible/configurable and replace the monk with it. [*][b]Skills[/b] - more skill points, more categorical skills. The skill system for d20 is really very good, but it is underplayed. [*][b]Feats[/b] - give out more. They are a nice option, but come out too slow. [*][b]Iterative attacks[/b] - come up with something better, like a damage boost or free attacks if you make a good enough raw roll. Tracking different modifiers have proven to me to slow high level games to a crawl. [/list] That's a start. [/QUOTE]
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