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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="ruleslawyer" data-source="post: 3272568" data-attributes="member: 1757"><p>I think we're doing a relatively good job of avoiding that on this thread.</p><p></p><p>Having seen everyone's suggestions so far, here are the ones *I* would adopt:</p><p></p><p>1) Fewer classes, more customizability in class choice (WayneLigon). I'd much rather see fewer base classes with more substitution abilities and feat choices than the "one concept, one class" system we're getting in 3.5. I think you could go with fighter/caster/expert, plus guidelines for builds as WayneLigon suggested.</p><p></p><p>2) Eliminate attributes in favor of modifiers (WL). I think it does help simplify things.</p><p></p><p>3) Flexible spells (WL *again*). Yes, flavor will suffer, but that's for the adventure designers and NPC stat block builders to provide. I'd much rather see base fire, cure, charm, etc. effects than the vast proliferation of spells out there.</p><p></p><p>4) Set the default for character wealth at ZERO, with magic items providing a bonus to ECL. This allows you to play all levels of wealth without having to seriously tweak the system as in numerous d20 variants. (Okay, this one is probably nearly impossible, but if it could be done, I'd be ecstatic!)</p><p></p><p>5a) Fewer buffing effects. If we're assuming anyway that everyone is going to have +x to AC, +y to their prime attribute, +z to saves, and so on, why not just build those things into the character itself via a class defense bonus, faster stat boosts by level, and better save bonuses, respectively?</p><p></p><p>5b) On the buffing topic: Do what Monte suggested and build magic buffs and minor powers directly into the caster class(es) as constant-use or long-duration spell-like or supernatural abilities. Give them fewer spells per day and make those spells really count. This would *radically* simplify bookkeeping while retaining the same resource-management dynamic that Vancian magic currently has. </p><p></p><p>6) Eliminate cross-class skills. Just give the skill monkeys a LOT more skill points plus the ability to gain max ranks equal to level +x, where x > 3. Or use something like Iron Heroes' skill groups. (Lots o'folks) While I agree with Psion that skills are essential to defining certain class niches, I'd rather start from a baseline of 1 skill point = 1 rank and work *up* from there, rather than down. The halving mechanic of cc skills really annoys me.</p><p></p><p>7) Eliminate favored classes. No one needs them. If you really want something like this, then give them bonus feats as in OGL Conan.</p><p></p><p>8) Easy pregen NPCs/monsters as per IH's villain classes. (Gundark)</p><p></p><p>9) Eliminate equipment weight in favor of encumbrance value (EV) as in C&C. Why do we need a table for something as mundane as carrying stuff? </p><p></p><p>10) Fix turn undead. Oh please, please fix turn undead. IMHO, the easiest way to do it (and I'm sure there are a million others out there) would be to substitute a generic "channel positive/negative energy" class feature for it. Good clerics could cure damage or harm undead; evil clerics could inflict damage or cure undead. A cleric could give up a certain number of dice of damage (or curing) to force a Will save to repel (or control) undead instead.</p><p></p><p>11) Iterative attacks: I am quite skeptical of the potential of any solution to adequately compensate fighter-types for the loss of those attacks. One easy solution I could see would be to give the fighter Bo9S-type abilities that triggered on a standard action, so that as he got to higher and higher levels, he'd be using whirlwind attack, death from above, overwhelming critical, etc. as his single attack. It'd actually probably be cooler than the 5' step + full attack routine that we see now at high levels.</p><p></p><p>12) Polymorph: If we go with the fewer base spells + more customizability model, then polymorph should be easier to handle. Just go with access to different forms, or make it a straight-up ability, movement, natural armor, and natural attacks buff. </p><p></p><p>13) Monster types: We need this many why? I'd like to see animal, construct, humanoid, magical beast, ooze, outsider, plant, undead. Dragon could merit its own type if it were *really* necessary; personally, I think it wouldn't be a problem for them to be magical beasts, just with more HD.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 3272568, member: 1757"] I think we're doing a relatively good job of avoiding that on this thread. Having seen everyone's suggestions so far, here are the ones *I* would adopt: 1) Fewer classes, more customizability in class choice (WayneLigon). I'd much rather see fewer base classes with more substitution abilities and feat choices than the "one concept, one class" system we're getting in 3.5. I think you could go with fighter/caster/expert, plus guidelines for builds as WayneLigon suggested. 2) Eliminate attributes in favor of modifiers (WL). I think it does help simplify things. 3) Flexible spells (WL *again*). Yes, flavor will suffer, but that's for the adventure designers and NPC stat block builders to provide. I'd much rather see base fire, cure, charm, etc. effects than the vast proliferation of spells out there. 4) Set the default for character wealth at ZERO, with magic items providing a bonus to ECL. This allows you to play all levels of wealth without having to seriously tweak the system as in numerous d20 variants. (Okay, this one is probably nearly impossible, but if it could be done, I'd be ecstatic!) 5a) Fewer buffing effects. If we're assuming anyway that everyone is going to have +x to AC, +y to their prime attribute, +z to saves, and so on, why not just build those things into the character itself via a class defense bonus, faster stat boosts by level, and better save bonuses, respectively? 5b) On the buffing topic: Do what Monte suggested and build magic buffs and minor powers directly into the caster class(es) as constant-use or long-duration spell-like or supernatural abilities. Give them fewer spells per day and make those spells really count. This would *radically* simplify bookkeeping while retaining the same resource-management dynamic that Vancian magic currently has. 6) Eliminate cross-class skills. Just give the skill monkeys a LOT more skill points plus the ability to gain max ranks equal to level +x, where x > 3. Or use something like Iron Heroes' skill groups. (Lots o'folks) While I agree with Psion that skills are essential to defining certain class niches, I'd rather start from a baseline of 1 skill point = 1 rank and work *up* from there, rather than down. The halving mechanic of cc skills really annoys me. 7) Eliminate favored classes. No one needs them. If you really want something like this, then give them bonus feats as in OGL Conan. 8) Easy pregen NPCs/monsters as per IH's villain classes. (Gundark) 9) Eliminate equipment weight in favor of encumbrance value (EV) as in C&C. Why do we need a table for something as mundane as carrying stuff? 10) Fix turn undead. Oh please, please fix turn undead. IMHO, the easiest way to do it (and I'm sure there are a million others out there) would be to substitute a generic "channel positive/negative energy" class feature for it. Good clerics could cure damage or harm undead; evil clerics could inflict damage or cure undead. A cleric could give up a certain number of dice of damage (or curing) to force a Will save to repel (or control) undead instead. 11) Iterative attacks: I am quite skeptical of the potential of any solution to adequately compensate fighter-types for the loss of those attacks. One easy solution I could see would be to give the fighter Bo9S-type abilities that triggered on a standard action, so that as he got to higher and higher levels, he'd be using whirlwind attack, death from above, overwhelming critical, etc. as his single attack. It'd actually probably be cooler than the 5' step + full attack routine that we see now at high levels. 12) Polymorph: If we go with the fewer base spells + more customizability model, then polymorph should be easier to handle. Just go with access to different forms, or make it a straight-up ability, movement, natural armor, and natural attacks buff. 13) Monster types: We need this many why? I'd like to see animal, construct, humanoid, magical beast, ooze, outsider, plant, undead. Dragon could merit its own type if it were *really* necessary; personally, I think it wouldn't be a problem for them to be magical beasts, just with more HD. [/QUOTE]
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