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General Tabletop Discussion
*TTRPGs General
Some random (and potentially pointless) musings on system simplicity and complexity
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<blockquote data-quote="RC Hagy" data-source="post: 899219" data-attributes="member: 6164"><p><strong>I believe at heart d20 is simpler</strong></p><p></p><p>AoO, Sunder and others can be made a learnable skill instead of just a default... 'ability'.</p><p></p><p>A feat would be to much... Sunder would be easy... knowledge (tactics) or even craft/profession (weaponsmithing/blacksmithing). </p><p></p><p>Same with AoO's and counterspells, now basic knowledge something exists you will not know it.</p><p></p><p>Go by level. Bull Rush, AoO or whatever could be chosen at lvl one then another at lvl three... this should give time to get used to the rules one at a time.</p><p></p><p>I basically see many things in the 'core rules' as tacked onto a 'more base' rules set anyhow. So for me adding/remove/redefining are not such a chore as in previous editions or other rules systems.</p><p></p><p>I want to get rid of the Paladins 'cure disease'. I do not like the per week version. </p><p>Sack it. Add remove disease to spell list, allow Paladins (and Rangers) orisons. </p><p></p><p>New orison: Detect Disease (heal skill anyone...). </p><p></p><p>My brief notes also have a Domain: Cure. Remove Disease 1x a day for granted power and 4 lvls worth of spells (cannot remember if that is all I was going for or if I got distracted). First domain spell is gotten with first full orison (which is surprisingly gotten at 3rd lvl.) </p><p>Oh, 'full' orison, means '0' orisons, which means bonus orisons for high abilities. Good balance (I believe) for a low magic campaign where actual spells will be limited, if not spell levels. </p><p></p><p>Is there a bit of work involved? Yep... but since I can see the 'guts' of the rules (mostly), those rules are the same for most classes, that one can tinker more now with an expectation that nothing will be so broken for you to either: abandon you tinkering or put in more work than is viable for something that does the job well to begin with.</p><p></p><p></p><p>RCH</p></blockquote><p></p>
[QUOTE="RC Hagy, post: 899219, member: 6164"] [b]I believe at heart d20 is simpler[/b] AoO, Sunder and others can be made a learnable skill instead of just a default... 'ability'. A feat would be to much... Sunder would be easy... knowledge (tactics) or even craft/profession (weaponsmithing/blacksmithing). Same with AoO's and counterspells, now basic knowledge something exists you will not know it. Go by level. Bull Rush, AoO or whatever could be chosen at lvl one then another at lvl three... this should give time to get used to the rules one at a time. I basically see many things in the 'core rules' as tacked onto a 'more base' rules set anyhow. So for me adding/remove/redefining are not such a chore as in previous editions or other rules systems. I want to get rid of the Paladins 'cure disease'. I do not like the per week version. Sack it. Add remove disease to spell list, allow Paladins (and Rangers) orisons. New orison: Detect Disease (heal skill anyone...). My brief notes also have a Domain: Cure. Remove Disease 1x a day for granted power and 4 lvls worth of spells (cannot remember if that is all I was going for or if I got distracted). First domain spell is gotten with first full orison (which is surprisingly gotten at 3rd lvl.) Oh, 'full' orison, means '0' orisons, which means bonus orisons for high abilities. Good balance (I believe) for a low magic campaign where actual spells will be limited, if not spell levels. Is there a bit of work involved? Yep... but since I can see the 'guts' of the rules (mostly), those rules are the same for most classes, that one can tinker more now with an expectation that nothing will be so broken for you to either: abandon you tinkering or put in more work than is viable for something that does the job well to begin with. RCH [/QUOTE]
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Some random (and potentially pointless) musings on system simplicity and complexity
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