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<blockquote data-quote="Greg K" data-source="post: 3760804" data-attributes="member: 5038"><p>On my first run through:</p><p>1. General</p><p>- Fewer Absolutes (Sean K Reynolds): I asked for this in my pre 3e questionaire</p><p>- Slower Advancement</p><p>- Extend the sweet spot (for me it levels 3-10 or 3-12)</p><p>- eliminate the Christmas Tree Syndrome.</p><p>- No experience loss for creating magic items or casting certain spells. Find other penalties.</p><p>- remove interative attacks as a standar feature from all classes except the fighter. Make a feat requirement for other classes.</p><p>- leveling to 30th level</p><p></p><p></p><p>2. Races:</p><p>- I want to see cultural elements seperate from biological elements.</p><p>- Change immunities to bonuses (Sean Reynold's Fewer Absolutes (although I mentioned this in my pre 3e questionaire)).</p><p></p><p>3. Classes</p><p>- I want to see the battle sorcerer its own class</p><p>- I want to see the following variant classes added as examples of customizing: Barbarian Hunter (UA), Cloistered Cleric (UA), Martial Rogue (UA), Wilderness Rogue (UA), Urban Ranger (UA), Champion of the Wilderness (Complete Champion Ranger variant), Holy Warrior (Complete Champion Paladin variant).</p><p></p><p>Barbarian: </p><p>-I want to more cultural variation similar to 1e UA.</p><p>-Start proficient with Light armor at first level</p><p>-Gains Medium Armor proficiency at 3rd level </p><p>-I would like to see Rage become a feat</p><p></p><p>Bard: </p><p>-Rewriten away from Jack of all trades.</p><p>-Proficient with light armor at first level</p><p>- Medium Armor at 3rd level (if already taken as a feat, the character may take another feat)</p><p></p><p></p><p>Cleric</p><p>-More Priestly w/lower Hit die, no armor proficiency, only good will save unless tied to deity's domain</p><p>- more skill points</p><p>- sponanteous divine casting (UA) with a much smaller lists tied to the deity's domains and a small generic list (blessing, commune, curses, planar ally's (specific to deity)</p><p>- extend 9 spell levels over thirty levels to delay acquisition of higher level spells</p><p>- turn/rebuke moved to 3rd level (first level being domain ability)</p><p>- Divine Grace (as Paladin): It seemed to me that deities would protect their clerics especially the more powerful the cleric. </p><p></p><p>Druid</p><p>- make a cleric with specific domains</p><p>- Shapechange (PHB II) as an ability</p><p></p><p>Fighter</p><p>-Starts with Light Armor proficiency only. A first level character taking this class as it first class gets an extra fighter bonus feat.</p><p></p><p>- Medium Armor at 3rd level (if already taken as a feat, the character may take another fighter bonus feat for which they qualify)</p><p></p><p>- Heavy Armor Proficiency at 5th level (if already taken as a feat, the character may take another fighter bonus feat for which they qualify)</p><p></p><p>- skill points: 4+Int</p><p>- more class skills</p><p></p><p>Monk: rewrite</p><p>Unarmed Progression follows the OA Shaman</p><p>-add fighting styles (UA)</p><p>-immunities become bonus </p><p>-replace many of the abilities with Incarnum like mechanic for harnessing ki to improve strength, give dr (i.e, iron shirt), dim mak, etc.</p><p></p><p>Paladin</p><p>-Starts with Light Armor proficiency only. A first level character taking this class as it first class gets a bonus feat that may be spent on a divine feat, Medium armor proficiency</p><p> </p><p>- gain Medium Armor at 3rd level (if already taken as a feat, the character may take another feat)</p><p>- gain Heavy Armor Proficiency at 5th level (if already taken as a feat, the character may take another feat)</p><p></p><p>- Immunity to disease replaced with a save bonus</p><p>- removal of the pokemount ability</p><p>- remove cure disease and lay hands (see next).</p><p>- grant spells at first level and the bard's spell progression with spells based on a deity's domains</p><p>-spontaneous divine casting</p><p></p><p>Ranger</p><p>- remove the animal companion. There is a feat that grants an animal companion so let the character take it.</p><p>- more combat styles</p><p>-grant spells at first level and the bard's spell progression.</p><p>-spontaneous casting</p><p></p><p>Rogue</p><p>-I would like to see the martial rogue become standard. That way rogues are a) not all sneak attack artists; and b) they are not saddled with an ability that makes them useless fighting certain creatures especially in a campaign that features such creatures.</p><p></p><p>- make sneak attack a feat. Anyone should be able to try a sneak attack</p><p></p><p>Sorcerer: There needs to be a reason to stay with this class and not jump to a PrC</p><p>-additional class skills: Diplomacy, Intimidation, Use Magical Device</p><p>-Eschew Materials: At first level the Sorcerer gain the Eschew Material Feat</p><p>-Bonus Metamagic: At levels 5,10,15,20, the sorcerer gains a bonus metamagic feat</p><p>4+ skill points</p><p>- extend 9 spell levels over thirty levels to delay acquisition of higher level spells</p><p></p><p>Wizard (or make a PrC for sorcerer's)</p><p>-Class Skills: add speak Language as wizards are learned</p><p>-Spell Points with vitalizing (Unearthed Arcana)</p><p>- extend 9 spell levels over thirty levels to delay acquisition of higher level spells</p><p></p><p></p><p>Wizard, Specialist</p><p>-Specialist Wizard variant abilities (Unearthed Arcana) become standard</p><p>-Specialist spell lists (e.g., 1e Illusionist)</p><p></p><p>additional classes: </p><p>battle sorcerer: flesh into full class</p><p>Shaman: see Green Ronin's Shaman</p><p>Witch: </p><p></p><p>4. Skills</p><p>- Remove Use Rope</p><p>- add the expanded skill material from Complete Adventurer and Races of the Wild</p><p>- add the urban/wilderness skill trade offs from the Cityscape enhancement</p><p></p><p>5. Feats</p><p>-add divine feats from Complete Divine</p><p>-ditch the +2/+2 feats or limit to first level</p><p>- use d20 Modern's Brawl, Combat MA, and Defensive MA feat trees.</p><p></p><p>6. Action Points (UA)</p><p></p><p>7. Weapon Groups (UA)</p><p></p><p>8. Combat</p><p>-Dex to hit</p><p>-Class Defense Bonus designed to work with Armor</p><p>-Armor as DR</p><p>- More maneuvers: There is no reason one should need a feat to try power attack or to throw sand in someone's face. Feats should just make it easier to do.</p><p>- Death and Dying as Per (UA)</p><p>- Fatigue and Exhaustion from Hit Point Loss</p><p>- remove % to stabilize. Require a save</p><p>-add Book of Iron Might like maneuvers systen . Characters should be able to try maneuvers several times in a combat. The risk of the maneuvers (e.g., hit penalties) should be what discourages multiple use by less skilled combatants not some per encounter limit.</p><p></p><p>9. Poison</p><p>- Continuous Damage as per Sean K Reynolds web article</p><p>- as spell designator as per Sean K Reynolds web article</p><p></p><p>10. Saves</p><p>- add the medium save</p><p>- the +2 bonus for good saves can only be recieved once for each category</p><p></p><p>11. Magic</p><p>-Keep Vancian slots for Divine casters. Call Prayers or something similar and have the slots be the number of prayers the deity answers each day.</p><p></p><p>- For arcane. Use Spellpoints w/ vitalizing (UA) and maybe borrow from Complete Psionic for scaling. Or a system like one of the following</p><p>----- ELements of Magic</p><p>----- Elements of Magic: Mythic Earth</p><p>----- Psychics Handbook</p><p></p><p>- No exp loss for casting certain spells. Find some other alternative</p><p>- Remove the target's level or hit die having a direct effect on reducing or negating a spell's effect (e.g., sleep or color spray) from the spell description. Replace with stage effects by how much the target misses the saving throw.</p><p></p><p>- Save or die spells. Make staged effects by how much the target missed the save.</p><p></p><p></p><p>12. Equipment</p><p>- ditch Urgrosh's, spiked chains, dire flails, double bladed swords etc. (reintroduce in a supplement).</p><p>- ditch halfling riding dogs</p><p>- ditch tanglefoot bags, sunrods and other alchemical items (reintroduce in a supplement)</p><p>- add in missing armor from earlier editions (e.g., Brigandine, Lamellar, Ring)</p><p>- add in missing weapons from previous editions (e.g., Atatl, blowgun, bolas, cutlas, Khopesh Sword and lucerne hammer)</p></blockquote><p></p>
[QUOTE="Greg K, post: 3760804, member: 5038"] On my first run through: 1. General - Fewer Absolutes (Sean K Reynolds): I asked for this in my pre 3e questionaire - Slower Advancement - Extend the sweet spot (for me it levels 3-10 or 3-12) - eliminate the Christmas Tree Syndrome. - No experience loss for creating magic items or casting certain spells. Find other penalties. - remove interative attacks as a standar feature from all classes except the fighter. Make a feat requirement for other classes. - leveling to 30th level 2. Races: - I want to see cultural elements seperate from biological elements. - Change immunities to bonuses (Sean Reynold's Fewer Absolutes (although I mentioned this in my pre 3e questionaire)). 3. Classes - I want to see the battle sorcerer its own class - I want to see the following variant classes added as examples of customizing: Barbarian Hunter (UA), Cloistered Cleric (UA), Martial Rogue (UA), Wilderness Rogue (UA), Urban Ranger (UA), Champion of the Wilderness (Complete Champion Ranger variant), Holy Warrior (Complete Champion Paladin variant). Barbarian: -I want to more cultural variation similar to 1e UA. -Start proficient with Light armor at first level -Gains Medium Armor proficiency at 3rd level -I would like to see Rage become a feat Bard: -Rewriten away from Jack of all trades. -Proficient with light armor at first level - Medium Armor at 3rd level (if already taken as a feat, the character may take another feat) Cleric -More Priestly w/lower Hit die, no armor proficiency, only good will save unless tied to deity's domain - more skill points - sponanteous divine casting (UA) with a much smaller lists tied to the deity's domains and a small generic list (blessing, commune, curses, planar ally's (specific to deity) - extend 9 spell levels over thirty levels to delay acquisition of higher level spells - turn/rebuke moved to 3rd level (first level being domain ability) - Divine Grace (as Paladin): It seemed to me that deities would protect their clerics especially the more powerful the cleric. Druid - make a cleric with specific domains - Shapechange (PHB II) as an ability Fighter -Starts with Light Armor proficiency only. A first level character taking this class as it first class gets an extra fighter bonus feat. - Medium Armor at 3rd level (if already taken as a feat, the character may take another fighter bonus feat for which they qualify) - Heavy Armor Proficiency at 5th level (if already taken as a feat, the character may take another fighter bonus feat for which they qualify) - skill points: 4+Int - more class skills Monk: rewrite Unarmed Progression follows the OA Shaman -add fighting styles (UA) -immunities become bonus -replace many of the abilities with Incarnum like mechanic for harnessing ki to improve strength, give dr (i.e, iron shirt), dim mak, etc. Paladin -Starts with Light Armor proficiency only. A first level character taking this class as it first class gets a bonus feat that may be spent on a divine feat, Medium armor proficiency - gain Medium Armor at 3rd level (if already taken as a feat, the character may take another feat) - gain Heavy Armor Proficiency at 5th level (if already taken as a feat, the character may take another feat) - Immunity to disease replaced with a save bonus - removal of the pokemount ability - remove cure disease and lay hands (see next). - grant spells at first level and the bard's spell progression with spells based on a deity's domains -spontaneous divine casting Ranger - remove the animal companion. There is a feat that grants an animal companion so let the character take it. - more combat styles -grant spells at first level and the bard's spell progression. -spontaneous casting Rogue -I would like to see the martial rogue become standard. That way rogues are a) not all sneak attack artists; and b) they are not saddled with an ability that makes them useless fighting certain creatures especially in a campaign that features such creatures. - make sneak attack a feat. Anyone should be able to try a sneak attack Sorcerer: There needs to be a reason to stay with this class and not jump to a PrC -additional class skills: Diplomacy, Intimidation, Use Magical Device -Eschew Materials: At first level the Sorcerer gain the Eschew Material Feat -Bonus Metamagic: At levels 5,10,15,20, the sorcerer gains a bonus metamagic feat 4+ skill points - extend 9 spell levels over thirty levels to delay acquisition of higher level spells Wizard (or make a PrC for sorcerer's) -Class Skills: add speak Language as wizards are learned -Spell Points with vitalizing (Unearthed Arcana) - extend 9 spell levels over thirty levels to delay acquisition of higher level spells Wizard, Specialist -Specialist Wizard variant abilities (Unearthed Arcana) become standard -Specialist spell lists (e.g., 1e Illusionist) additional classes: battle sorcerer: flesh into full class Shaman: see Green Ronin's Shaman Witch: 4. Skills - Remove Use Rope - add the expanded skill material from Complete Adventurer and Races of the Wild - add the urban/wilderness skill trade offs from the Cityscape enhancement 5. Feats -add divine feats from Complete Divine -ditch the +2/+2 feats or limit to first level - use d20 Modern's Brawl, Combat MA, and Defensive MA feat trees. 6. Action Points (UA) 7. Weapon Groups (UA) 8. Combat -Dex to hit -Class Defense Bonus designed to work with Armor -Armor as DR - More maneuvers: There is no reason one should need a feat to try power attack or to throw sand in someone's face. Feats should just make it easier to do. - Death and Dying as Per (UA) - Fatigue and Exhaustion from Hit Point Loss - remove % to stabilize. Require a save -add Book of Iron Might like maneuvers systen . Characters should be able to try maneuvers several times in a combat. The risk of the maneuvers (e.g., hit penalties) should be what discourages multiple use by less skilled combatants not some per encounter limit. 9. Poison - Continuous Damage as per Sean K Reynolds web article - as spell designator as per Sean K Reynolds web article 10. Saves - add the medium save - the +2 bonus for good saves can only be recieved once for each category 11. Magic -Keep Vancian slots for Divine casters. Call Prayers or something similar and have the slots be the number of prayers the deity answers each day. - For arcane. Use Spellpoints w/ vitalizing (UA) and maybe borrow from Complete Psionic for scaling. Or a system like one of the following ----- ELements of Magic ----- Elements of Magic: Mythic Earth ----- Psychics Handbook - No exp loss for casting certain spells. Find some other alternative - Remove the target's level or hit die having a direct effect on reducing or negating a spell's effect (e.g., sleep or color spray) from the spell description. Replace with stage effects by how much the target misses the saving throw. - Save or die spells. Make staged effects by how much the target missed the save. 12. Equipment - ditch Urgrosh's, spiked chains, dire flails, double bladed swords etc. (reintroduce in a supplement). - ditch halfling riding dogs - ditch tanglefoot bags, sunrods and other alchemical items (reintroduce in a supplement) - add in missing armor from earlier editions (e.g., Brigandine, Lamellar, Ring) - add in missing weapons from previous editions (e.g., Atatl, blowgun, bolas, cutlas, Khopesh Sword and lucerne hammer) [/QUOTE]
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