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<blockquote data-quote="Felix" data-source="post: 1699389" data-attributes="member: 3929"><p>RC, unless you post more specific changes you have in mind, those 5 examples of what you wanted to do to the game seemed much more superficial than mechanical changes. (And not superficial in a bad way, just that it doesn't seem likely to have much of an effect on the rules but rather the flavor.)</p><p></p><p><u>Gnomes and elves to fey:</u></p><p></p><p>Ok, so they're fey... Besides granting immunity to some spells and a reputation for mischeviousness this really doesn't change too much of anything.</p><p></p><p><u>Divine Spellcasters tied to diety more closely:</u></p><p></p><p>...They arn't tied to their diety? That's where they get thier spells. And if you want to switch around the spells they offer, perhaps you could do something like school specialization for Gods... clerics of the God of Death will have an extra Necromancy slot each level but be unable to cast Illusion or Enchantment spells. Or something like that. That gives certain gods different flavors without making them too off-balance. Who wants to be the cleric of a god who only can grant 3rd level spells?</p><p></p><p><u>Arcane spellcasters gain more of a "stealing power from the gods" feel.</u></p><p></p><p>Ok, make divine casters beat up arcane spellcasters any chance they have. Why? Because the arcanists are stealing power from the gods. Easy peasy. Flavor change.</p><p></p><p><u>Non spellcasting classes strengthened and structured into world.</u></p><p></p><p>Yeah, sorry. I don't know what this sentence means either.</p><p></p><p><u>A lot of new classes, including some from Monte Cooke, Oriental Adventures, the Medieval Player's Handbook, Master Class, and other sources.</u></p><p></p><p>That's what those other books are for. And you'll often find something like this written in the front cover: "Requires use of 3rd Edition Players Handbook". They're written to be inserted into worlds ready to go.</p><p></p><p><u>A lot of the sillier new bits (spiked everything, some of the new weapons, some of the new monsters, etc.) tossed out.</u></p><p></p><p>This isn't a game-shattering change. I have it in my homebrew. PC's can't use the spiked chain? Ok, so what? I'll use something else then...</p><p></p><p><u>Several new racial choices, and sub-races of humans, elves, etc.</u></p><p></p><p>You mean like Warforged, Shifters, Moon Elves, Dark Elves, Axani, Cansin,... ad nauseum? These things fit right in with the other book material and are made to slide fairly seamlessly into a d20 Greyhawk (or homebrew) campaign. </p><p></p><p><u>Some spells tightened, or made more difficult to cost.</u></p><p></p><p>This is S.O.P., dude: Standard Operating Procedure for most DMs. Lots of folks houseruled <em>Harm</em>, <em>Haste</em>, and other spells they thought caused problems. But it really isn't building anything from the ground up... you're changing what's available to the PCs. In the end that has to please you and the players. If it does, then it's a good change. Relics & Rituals has mechanics for ritual spells, and the Red Wizards of Thay set a standard for circle magic. The same mechanics could be applied to Druid Circles, Witch Covens, or your run of the mill arcanists. </p><p></p><p>Perhaps in your desire to change the rules to fit what you like you're missing the AD&D days of the binders of house rules. Maybe that's it, and maybe it's not. Either way, I think d20 has an admirable rules system and if you try to build something from the ground up, you'll be losing a lot of that. Granted, I don't think you're trying to build anything from the ground up except maybe a homebrew campaign world, but you shoudl know what you want before you dig in and start making changes.</p><p></p><p>If you're looking for concensus, I have no-to-little problems with d20 as written, but it does have a particular feel to it, what with magic being fairly powerful and not too uncommon. Changing that flavor is up to the DM, of course, and it is easily done within the rules. </p><p></p><p>Luck.</p></blockquote><p></p>
[QUOTE="Felix, post: 1699389, member: 3929"] RC, unless you post more specific changes you have in mind, those 5 examples of what you wanted to do to the game seemed much more superficial than mechanical changes. (And not superficial in a bad way, just that it doesn't seem likely to have much of an effect on the rules but rather the flavor.) [U]Gnomes and elves to fey:[/U] Ok, so they're fey... Besides granting immunity to some spells and a reputation for mischeviousness this really doesn't change too much of anything. [U]Divine Spellcasters tied to diety more closely:[/U] ...They arn't tied to their diety? That's where they get thier spells. And if you want to switch around the spells they offer, perhaps you could do something like school specialization for Gods... clerics of the God of Death will have an extra Necromancy slot each level but be unable to cast Illusion or Enchantment spells. Or something like that. That gives certain gods different flavors without making them too off-balance. Who wants to be the cleric of a god who only can grant 3rd level spells? [U]Arcane spellcasters gain more of a "stealing power from the gods" feel.[/U] Ok, make divine casters beat up arcane spellcasters any chance they have. Why? Because the arcanists are stealing power from the gods. Easy peasy. Flavor change. [U]Non spellcasting classes strengthened and structured into world.[/U] Yeah, sorry. I don't know what this sentence means either. [U]A lot of new classes, including some from Monte Cooke, Oriental Adventures, the Medieval Player's Handbook, Master Class, and other sources.[/U] That's what those other books are for. And you'll often find something like this written in the front cover: "Requires use of 3rd Edition Players Handbook". They're written to be inserted into worlds ready to go. [U]A lot of the sillier new bits (spiked everything, some of the new weapons, some of the new monsters, etc.) tossed out.[/U] This isn't a game-shattering change. I have it in my homebrew. PC's can't use the spiked chain? Ok, so what? I'll use something else then... [U]Several new racial choices, and sub-races of humans, elves, etc.[/U] You mean like Warforged, Shifters, Moon Elves, Dark Elves, Axani, Cansin,... ad nauseum? These things fit right in with the other book material and are made to slide fairly seamlessly into a d20 Greyhawk (or homebrew) campaign. [U]Some spells tightened, or made more difficult to cost.[/U] This is S.O.P., dude: Standard Operating Procedure for most DMs. Lots of folks houseruled [I]Harm[/I], [I]Haste[/I], and other spells they thought caused problems. But it really isn't building anything from the ground up... you're changing what's available to the PCs. In the end that has to please you and the players. If it does, then it's a good change. Relics & Rituals has mechanics for ritual spells, and the Red Wizards of Thay set a standard for circle magic. The same mechanics could be applied to Druid Circles, Witch Covens, or your run of the mill arcanists. Perhaps in your desire to change the rules to fit what you like you're missing the AD&D days of the binders of house rules. Maybe that's it, and maybe it's not. Either way, I think d20 has an admirable rules system and if you try to build something from the ground up, you'll be losing a lot of that. Granted, I don't think you're trying to build anything from the ground up except maybe a homebrew campaign world, but you shoudl know what you want before you dig in and start making changes. If you're looking for concensus, I have no-to-little problems with d20 as written, but it does have a particular feel to it, what with magic being fairly powerful and not too uncommon. Changing that flavor is up to the DM, of course, and it is easily done within the rules. Luck. [/QUOTE]
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