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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="Nyaricus" data-source="post: 3271933" data-attributes="member: 35678"><p>Some quick and dirty thoughts:</p><p></p><p>* Grapple - make it make more sense and go faster.</p><p></p><p>* The unarmed/natural attack split needs fixing</p><p></p><p>* weapon groups are far superior to the S/M/E system - <a href="http://www.enworld.org/showthread.php?t=149277" target="_blank">here's</a> my take on it, inspired, infact, by Diablo II rather than UA (but subsequently influenced by it).</p><p></p><p>* classes need to be more generic. Here's my take:</p><p></p><ul> <li data-xf-list-type="ul"> Aristocrat - a noble/royalty base class</li> <li data-xf-list-type="ul"> Battlemage - a fighter/spellcaster combo.</li> <li data-xf-list-type="ul"> Champion/Crusader - a more generic Paladin</li> <li data-xf-list-type="ul"> Cut-throat - a base assassin class</li> <li data-xf-list-type="ul"> Duelist/Spadassin - a 'nimble fighter' base class, uses light, dextrous weapons.</li> <li data-xf-list-type="ul"> Mentalist - basically, a "psion", but can be a bone-thrower, soothsayer, "psion" or any number of things.</li> <li data-xf-list-type="ul"> Priest - less battle cleric, more holy man. 1/2 BAB, and cleric (which is way overpowered) is dropped.</li> <li data-xf-list-type="ul"> Pugilist - a brawler base class. Could represent a wrestler, a pankrationist, a boxer, or whatever. Monk is ninja-kicked into the 3.5 OA</li> <li data-xf-list-type="ul"> Scout - a outdoorsy class good in any terrain. A cumination of the ranger and the scout class, and the archer archetype. Ranger is a PrC.</li> <li data-xf-list-type="ul"> Shaman - a primitive-culture priest, connected with nature/spirits/animals. Druid is a PrC</li> <li data-xf-list-type="ul"> Thief - the new rouge. I mean <em>rogue</em>. Basically, a skillsy, witsy scoundrel.</li> <li data-xf-list-type="ul"> Warrior - a fighter class, mainly for the heavy armour and big sword type guys. A feat chain would be opened for 'ragers' (Barbarian would be dropped)</li> <li data-xf-list-type="ul"> Wizard - your bookish, scholary mage-type.</li> </ul><p></p><p>That's 13 base classes, compared to 11. The Sorcerer, Bard and Barbarian were outright dropped, since all of their abilities could easily be represented by the above base classes and/or feats and/or PrCs. IE a theif could become adept at music and work towards a Bard PrC, maybe taking up a few Wizard levels. Barbarian could eba straight Warrior, or maybe with a dip in Scout, Pugilist, Champion or Aristocrat as appropriate. </p><p></p><p>Cleric = Priest, Druid = Shaman, Fighter = Warrior, Paladin = Champion/Crusader, Monk = Pugilist (but also a Shaolin Monk in OA, of course), Ranger+Scout = Scout, Rogue = Theif, Wizard = Wizard. Aristocrat, Battlemage, Duelist and Mentalist are all needed concepts.</p><p></p><p>With these base classes, basically any concept can be created, in my opinion.</p><p></p><p>* Did I mention Weapon Groups? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>* Charisma needs to made more important. Cha to Willpower saves is a good step in the right direction.</p><p></p><p>* more feat slots, so we can enjoy the 700+ feats published by WotC alone.</p><p></p><p>* skill system needs a <u>severe</u> re-working, with fewer skills, but more skillpoints. Skill groups is a bit much, but stuff like Listen+Spot into a Notice skill, Diplomacy, Bluff and INtimidate into a Persuade skill, Hide+Move Silently into a Sneak skill and such would go a long way.</p><p></p><p>* less types of Bonuses. Fergodssakes! It's honestly ridculous. It really is.</p><p></p><p>* less reliance on magic items, more magic magic special again. Really.</p><p></p><p>that's about it, off the top of my head. This remids me I need to write up a set of House Rules for my game, lol....</p><p></p><p>cheers,</p><p>--N</p></blockquote><p></p>
[QUOTE="Nyaricus, post: 3271933, member: 35678"] Some quick and dirty thoughts: * Grapple - make it make more sense and go faster. * The unarmed/natural attack split needs fixing * weapon groups are far superior to the S/M/E system - [url=http://www.enworld.org/showthread.php?t=149277]here's[/url] my take on it, inspired, infact, by Diablo II rather than UA (but subsequently influenced by it). * classes need to be more generic. Here's my take: [list][*] Aristocrat - a noble/royalty base class [*] Battlemage - a fighter/spellcaster combo. [*] Champion/Crusader - a more generic Paladin [*] Cut-throat - a base assassin class [*] Duelist/Spadassin - a 'nimble fighter' base class, uses light, dextrous weapons. [*] Mentalist - basically, a "psion", but can be a bone-thrower, soothsayer, "psion" or any number of things. [*] Priest - less battle cleric, more holy man. 1/2 BAB, and cleric (which is way overpowered) is dropped. [*] Pugilist - a brawler base class. Could represent a wrestler, a pankrationist, a boxer, or whatever. Monk is ninja-kicked into the 3.5 OA [*] Scout - a outdoorsy class good in any terrain. A cumination of the ranger and the scout class, and the archer archetype. Ranger is a PrC. [*] Shaman - a primitive-culture priest, connected with nature/spirits/animals. Druid is a PrC [*] Thief - the new rouge. I mean [i]rogue[/i]. Basically, a skillsy, witsy scoundrel. [*] Warrior - a fighter class, mainly for the heavy armour and big sword type guys. A feat chain would be opened for 'ragers' (Barbarian would be dropped) [*] Wizard - your bookish, scholary mage-type.[/list] That's 13 base classes, compared to 11. The Sorcerer, Bard and Barbarian were outright dropped, since all of their abilities could easily be represented by the above base classes and/or feats and/or PrCs. IE a theif could become adept at music and work towards a Bard PrC, maybe taking up a few Wizard levels. Barbarian could eba straight Warrior, or maybe with a dip in Scout, Pugilist, Champion or Aristocrat as appropriate. Cleric = Priest, Druid = Shaman, Fighter = Warrior, Paladin = Champion/Crusader, Monk = Pugilist (but also a Shaolin Monk in OA, of course), Ranger+Scout = Scout, Rogue = Theif, Wizard = Wizard. Aristocrat, Battlemage, Duelist and Mentalist are all needed concepts. With these base classes, basically any concept can be created, in my opinion. * Did I mention Weapon Groups? :D * Charisma needs to made more important. Cha to Willpower saves is a good step in the right direction. * more feat slots, so we can enjoy the 700+ feats published by WotC alone. * skill system needs a [u]severe[/u] re-working, with fewer skills, but more skillpoints. Skill groups is a bit much, but stuff like Listen+Spot into a Notice skill, Diplomacy, Bluff and INtimidate into a Persuade skill, Hide+Move Silently into a Sneak skill and such would go a long way. * less types of Bonuses. Fergodssakes! It's honestly ridculous. It really is. * less reliance on magic items, more magic magic special again. Really. that's about it, off the top of my head. This remids me I need to write up a set of House Rules for my game, lol.... cheers, --N [/QUOTE]
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