Saeviomagy said:
Also included in the 2nd ed rules, was the idea that on a certain 'level' in the dungeon, you'd meet a certain power level of critter. This was a big concept of the game - if you didn't go to an inappropriate 'level' of the dungeon before you were ready, you'd mostly face critters that you could defeat. In fact I seem to recall Gary (although it could be another ultra-old-school DM) boasting that he'd tricked players into going down a level in a dungeon without realising it, and therefore they'd meet tougher creatures. As if that was the only way to make them face tougher creatures...
Most of the people worrying about role vs roll playing clearly didn't read Gary's early takes on the game. Yup. You've pegged that Gary boast for what it was. And, you've also pointed out that the "video game mentality" has been around since the beginning. Heck, that "more dangerous creatures the farther in/deeper you go" is needed so that the players can at least try to guage the risks and potential rewards of an adventure.
Now we jump to making gnomes and elves fey:
You might want to change (or at least consider) the spells which only affect 'humanoids' then. Otherwise (for instance), charm person doesn't work on them, and there is no enlarge spell which will work on them.
You are, of course, correct. Then again, I don't see either as a problem. Also, IMC there are spells and effects which would affect fey characters, but not humanoids.
On to the arcane/divine spellcasters:
There are no rules involved with this - it's purely flavour consideration.
Depends. First off, according to the core rules, a divine spellcaster gains his spells simply by reaching a specific level. If the deity worshipped by the character isn't powerful enough to grant those spells, there isn't any real problem. Something else steps in and the character gains the spells anyway.
I don't much care for that idea. I'd rather that the spells were based on what the deity could offer. And, I'd rather that access to spells and any other divinely given powers was based on maintaining the patron's good will.
In another thread, I stated that I thought healing spells should be evocation because they channel a deity's healing power. The response was, essentially, if you are just channeling power, why not make all your spells spontaneous? I am beginning to think that this may be a way to go: fewer effects, but
all spontaneous. If it's within your caster level, you can ask for it at the time you need it.
Arcane casters might have more potential effects, but have to work harder to master them. Again, I am incomplete on details, but I think I could steal quite a few ideas from many of the alternate magic d20 products out there.
Really, you've given us nothing to work on. I suggest you pick a change, think through what you want out of it, and then make the change so it does two of the following three:
1. Makes the game simpler
2. Makes the game more 'realistic' - that is, it conforms to the reality you have imagined.
3. Makes the game more fun.
As an example - banning items or weapons fails on point number 3, but succeeds on points 1 and 2.
So far, making gnomes and elves into fey fails points 1 and 3 - fey aren't inherently more fun than humanoids, and making players of them remember what the 'fey' type does is making the game a bit more complex.
This is actually quite a good criteria for making change. Thanks.
I am not sure that the "fey elves and gnomes" change fails on point (3) though. If the races are more closely tied into the nature of the campaign world (and I have a lively faerie contingent...half of all the gods are Faerie Lords), wouldn't playing a member of those races be more fun? If not, wouldn't this argument also hold true for the races in the core rules? You have to remember what the "elf" racial type does, after all. Why not all humans?
(And that is not merely facetious. Your argument re: video game mentality was a good one!)
RC