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Sacred Cows You Hope Die?
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<blockquote data-quote="Jer" data-source="post: 3724660" data-attributes="member: 19857"><p>My sacred cows that I'd like to see slaughtered, chopped into hamburger, and served up grilled with a slice of tomato, a bit of lettuce and some mayo are:</p><p></p><p>* d4 Hit Die for wizards (or for anyone - it works great in OD&D, but the scale is all wrong now - make d6 the minimum for Hit Dice)</p><p></p><p>* Magic Missile (get rid of it, make the wizard roll for an attack and have it do more damage, but no autohit spells)</p><p></p><p>* Spells per day (e.g. Vancian Magic - I don't care if there are some spells a wizard has to prepare and use on a "per day" basis, but every spellcaster should have his array of offensive and defensive spells that are usable at will or some number of times per encounter. A fighter doesn't go into combat without his sword and a wizard shouldn't ever be left without something to throw at an enemy).</p><p></p><p>* Invisibility that goes away after making an attack (I've never liked this rule - move invisibility to a higher level effect and drop the arbitrary duration constraint)</p><p></p><p>* Saving Throws (make everything consistent with the d20 attack/defense mechanic. There really shouldn't be any difference between a "touch AC" and a "Reflex save" - they both measure your ability to get out of the way of someone trying to hit you. So roll them together into a static number and let the person doing the acting do the rolling consistently in every case.)</p><p></p><p>Things that D&D needs to still be "D&D" to me:</p><p></p><p>* Classes</p><p>* Races</p><p>* Levels</p><p>* Rules that support a game centered around going underground, killing monsters, and taking their stuff</p><p>* Rules that don't get in the way of doing things other than "going underground, killing monsters, and taking their stuff" if you want to do more than that</p><p>* Hit Points</p><p>* Compare a d20 roll to an opponent's Armor Class to see if you hit</p><p>* Dragons</p><p>* Dungeons</p><p></p><p>Not to say that I don't enjoy games that don't have those elements - because I do. But any new edition of D&D needs those things for me to say "that's D&D". If I can't talk about how my 10th level Dwarven Fighter explored the Caverns of the Insane Warlock and got a lucky 20 to do the final X points of damage needed to smack down a red dragon and take his stuff, I'm not talking D&D. I may be talking a game that's a lot of fun on its own terms, but I'm not talking D&D.</p><p></p><p>(And note that I'm not saying that EVERY D&D game has to be like that - just that the game should support that kind of play. If I want to play a Planescape game where my 6th level Tiefling Spellthief beats a rogue Arcanoloth sage in a riddle game, that's still going to be D&D as long as the game also supports the play style above).</p></blockquote><p></p>
[QUOTE="Jer, post: 3724660, member: 19857"] My sacred cows that I'd like to see slaughtered, chopped into hamburger, and served up grilled with a slice of tomato, a bit of lettuce and some mayo are: * d4 Hit Die for wizards (or for anyone - it works great in OD&D, but the scale is all wrong now - make d6 the minimum for Hit Dice) * Magic Missile (get rid of it, make the wizard roll for an attack and have it do more damage, but no autohit spells) * Spells per day (e.g. Vancian Magic - I don't care if there are some spells a wizard has to prepare and use on a "per day" basis, but every spellcaster should have his array of offensive and defensive spells that are usable at will or some number of times per encounter. A fighter doesn't go into combat without his sword and a wizard shouldn't ever be left without something to throw at an enemy). * Invisibility that goes away after making an attack (I've never liked this rule - move invisibility to a higher level effect and drop the arbitrary duration constraint) * Saving Throws (make everything consistent with the d20 attack/defense mechanic. There really shouldn't be any difference between a "touch AC" and a "Reflex save" - they both measure your ability to get out of the way of someone trying to hit you. So roll them together into a static number and let the person doing the acting do the rolling consistently in every case.) Things that D&D needs to still be "D&D" to me: * Classes * Races * Levels * Rules that support a game centered around going underground, killing monsters, and taking their stuff * Rules that don't get in the way of doing things other than "going underground, killing monsters, and taking their stuff" if you want to do more than that * Hit Points * Compare a d20 roll to an opponent's Armor Class to see if you hit * Dragons * Dungeons Not to say that I don't enjoy games that don't have those elements - because I do. But any new edition of D&D needs those things for me to say "that's D&D". If I can't talk about how my 10th level Dwarven Fighter explored the Caverns of the Insane Warlock and got a lucky 20 to do the final X points of damage needed to smack down a red dragon and take his stuff, I'm not talking D&D. I may be talking a game that's a lot of fun on its own terms, but I'm not talking D&D. (And note that I'm not saying that EVERY D&D game has to be like that - just that the game should support that kind of play. If I want to play a Planescape game where my 6th level Tiefling Spellthief beats a rogue Arcanoloth sage in a riddle game, that's still going to be D&D as long as the game also supports the play style above). [/QUOTE]
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