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<blockquote data-quote="Lanefan" data-source="post: 4476051" data-attributes="member: 29398"><p>We-ell, I guess my almost-ideal version of D+D is the one I'm running/playing...1e with 27 years of modifications and blatant idea theft from later editions. Note that sometimes this idea theft was quite unintentional, as it occurred long before the edition in question came out. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>So, to get here, we:</p><p></p><p>- started with 1e mechanics, changed the flavour (e.g. Hobbits not Halflings)</p><p>- no ExP for treasure, then tweaked the advancement tables slightly</p><p>- simplified combat, no weapon speed, no weapon vs. armour, etc.</p><p>- slowly eased and then removed most level limits by race</p><p>- cut back on Elf bonuses</p><p>- slowly adopted the good bits of what became UA as they were introduced in Dragon e.g. Cavaliers, some of the spells</p><p>- made Barbarian a race (sub-race of Human) instead of a class</p><p>- put in our own crits and fumbles charts</p><p>- introduced the most rudimentary of skill systems (generic d10 roll to see how well you swim, boat, and ride)</p><p>- redesigned psyonics completely (and, in one case, ditched them instead)</p><p>- training rules adopted when advancing a level</p><p>- lots of other minor things that would take far too long to list off here</p><p></p><p>from 2e we took very little except some wonderful setting ideas and a few monsters, and wild magic surges</p><p></p><p>from 3e we took:</p><p></p><p>- tougher monsters (started this before 2e came out) so the game would scale better</p><p>- lots of interesting spells</p><p>- after a fashion, the Necromancer class (3e spells made this viable as a 1e class)</p><p></p><p>from Star Wars we took:</p><p></p><p>- a version of the wound-vitality point system (many years before SW had it)</p><p></p><p>from 4e I suspect we'll take:</p><p></p><p>- better design of encounter areas to make combats more dynamic</p><p></p><p>Were I to start all over again from scratch, I think I might do the process in reverse: start with the 3e mechanics but then change most of it to be more like 1e:</p><p></p><p>- feats reduced to an absolute minimum if kept at all</p><p>- prestige classes ditto, though take a few of 'em and make them base classes</p><p>- buffs and stat-boost items mostly disappear</p><p>- item crafting disappears for PCs (items can be commissioned through full-time artificers)</p><p>- random spell selection on starting or training</p><p>- d6 initiative rolled each round</p><p>- spells have casting times and can be interrupted</p><p>- AoO's almost entirely disappear</p><p>- polymorph and teleport use the 1e (i.e. risky) versions</p><p>- no cap on damage dice</p><p>- Con loss on death instead of level loss</p><p>- system shock and resurrection survival rolls put back in</p><p>- henches, followers, and strongholds return</p><p>- and lots of minor things or stuff I can't think of right now. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4476051, member: 29398"] We-ell, I guess my almost-ideal version of D+D is the one I'm running/playing...1e with 27 years of modifications and blatant idea theft from later editions. Note that sometimes this idea theft was quite unintentional, as it occurred long before the edition in question came out. :) So, to get here, we: - started with 1e mechanics, changed the flavour (e.g. Hobbits not Halflings) - no ExP for treasure, then tweaked the advancement tables slightly - simplified combat, no weapon speed, no weapon vs. armour, etc. - slowly eased and then removed most level limits by race - cut back on Elf bonuses - slowly adopted the good bits of what became UA as they were introduced in Dragon e.g. Cavaliers, some of the spells - made Barbarian a race (sub-race of Human) instead of a class - put in our own crits and fumbles charts - introduced the most rudimentary of skill systems (generic d10 roll to see how well you swim, boat, and ride) - redesigned psyonics completely (and, in one case, ditched them instead) - training rules adopted when advancing a level - lots of other minor things that would take far too long to list off here from 2e we took very little except some wonderful setting ideas and a few monsters, and wild magic surges from 3e we took: - tougher monsters (started this before 2e came out) so the game would scale better - lots of interesting spells - after a fashion, the Necromancer class (3e spells made this viable as a 1e class) from Star Wars we took: - a version of the wound-vitality point system (many years before SW had it) from 4e I suspect we'll take: - better design of encounter areas to make combats more dynamic Were I to start all over again from scratch, I think I might do the process in reverse: start with the 3e mechanics but then change most of it to be more like 1e: - feats reduced to an absolute minimum if kept at all - prestige classes ditto, though take a few of 'em and make them base classes - buffs and stat-boost items mostly disappear - item crafting disappears for PCs (items can be commissioned through full-time artificers) - random spell selection on starting or training - d6 initiative rolled each round - spells have casting times and can be interrupted - AoO's almost entirely disappear - polymorph and teleport use the 1e (i.e. risky) versions - no cap on damage dice - Con loss on death instead of level loss - system shock and resurrection survival rolls put back in - henches, followers, and strongholds return - and lots of minor things or stuff I can't think of right now. :) Lanefan [/QUOTE]
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