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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="JVisgaitis" data-source="post: 3271552" data-attributes="member: 4177"><p>Wow, what have I wrought? This thread is outta control which is very cool. I love reading people's ideas on rules no matter how crazy they may seem. I would have posted sooner, but I've been drooling over the new Apple iPhone. Anyhoo, some more things I'd like and comments on what has been said:</p><p></p><p></p><p></p><p>Whoa tiger, I never said I wanted to create a whole new section of feats. Its hard to come up with an example without having written the rules, but I would write in conditions for using the skills that can only be used if you have levels in the class. Since Rogues are supposed to be the best at Open Lock, I would give them some sort of buff when using it. Rogues can Open Locks without Thieves Tools or something like that. Terrible example, but you get the idea. That way, you don't lose the classic "X class is good at doing X" and you also help augment the classes in certain ways and remove the cross-class nonsense. We had the purging of class only skills in 3.5, we should have the purging of class skills in 4e.</p><p></p><p></p><p></p><p>Does what I wrote above clarify what I meant and help allay that fear at all?</p><p></p><p>A lot of people want to make the classes more generic and give players access to more feats. Craziness! I agree with what you all want as an end result, but I don't agree with the application.</p><p></p><p>Feats are awesome. They give our characters cool powers that make them more like heroes. Given more frequently our characters gain more abilities which makes going up in level a lot more satisying. We are also able to customize our characters using feats. All great things, but I don't think giving more feats is the answer. As an aside, why the hell is Weapon Specialization a Feat and not a class ability?</p><p></p><p>My solution? I would spec all of the initial classes as generic concepts keeping the core themes: fighter, arcane caster, etc. but have a lot of class abilities that are chosen throughout the character's career. If I play a fighter, I should have the choice to be a mounted warrior or an archer with the abilities that the class presents. If I play an unarmed fighter, I should be able to be a wrestler, pugilist, or a monk. This way we keep the customization factor and have better classes to boot. I probably would make a standardized progression on feats for all classes. Maybe 1 every 3 levels. The fighter would get actual class abilities so he's not like everyone else as far as abilities. Thoughts?</p></blockquote><p></p>
[QUOTE="JVisgaitis, post: 3271552, member: 4177"] Wow, what have I wrought? This thread is outta control which is very cool. I love reading people's ideas on rules no matter how crazy they may seem. I would have posted sooner, but I've been drooling over the new Apple iPhone. Anyhoo, some more things I'd like and comments on what has been said: Whoa tiger, I never said I wanted to create a whole new section of feats. Its hard to come up with an example without having written the rules, but I would write in conditions for using the skills that can only be used if you have levels in the class. Since Rogues are supposed to be the best at Open Lock, I would give them some sort of buff when using it. Rogues can Open Locks without Thieves Tools or something like that. Terrible example, but you get the idea. That way, you don't lose the classic "X class is good at doing X" and you also help augment the classes in certain ways and remove the cross-class nonsense. We had the purging of class only skills in 3.5, we should have the purging of class skills in 4e. Does what I wrote above clarify what I meant and help allay that fear at all? A lot of people want to make the classes more generic and give players access to more feats. Craziness! I agree with what you all want as an end result, but I don't agree with the application. Feats are awesome. They give our characters cool powers that make them more like heroes. Given more frequently our characters gain more abilities which makes going up in level a lot more satisying. We are also able to customize our characters using feats. All great things, but I don't think giving more feats is the answer. As an aside, why the hell is Weapon Specialization a Feat and not a class ability? My solution? I would spec all of the initial classes as generic concepts keeping the core themes: fighter, arcane caster, etc. but have a lot of class abilities that are chosen throughout the character's career. If I play a fighter, I should have the choice to be a mounted warrior or an archer with the abilities that the class presents. If I play an unarmed fighter, I should be able to be a wrestler, pugilist, or a monk. This way we keep the customization factor and have better classes to boot. I probably would make a standardized progression on feats for all classes. Maybe 1 every 3 levels. The fighter would get actual class abilities so he's not like everyone else as far as abilities. Thoughts? [/QUOTE]
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