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<blockquote data-quote="Mercule" data-source="post: 3761402" data-attributes="member: 5100"><p>I see what you're saying. Look at it more this way: The fiend has DR x/-, but the true radience of good is so anathema that it will overwhelm the fiend, anyway. Now, if only truly blessed weapons would be rare enough and feel appropriate.</p><p></p><p></p><p></p><p>Ooo. I likey. I still want it to be a bit different from simple con damage, though. Maybe 1 con, str, dex damage. Dunno, but it's the right direction.</p><p></p><p>Other things I'd like to see:</p><p></p><p>Kill the paladin. Dead, dead, dead. At least as a base class. As soon as PrCs were introduced, the paladin had no reason to exist as a base class. Better yet, make good multiclassing rules that allow for a multiclass cleric/fighter to be worthwhile and fill the niche of the paladin.</p><p></p><p>Not all clerics should be martial. Priests of Aphrodite are more likely to be nekkid than don armor. Some interesting deities are practically pacifistic or at least unlikely to wear armor or bash a skull in. Balance clerics as casters, first. If someone wants to play a divine skullcrusher, let them multiclass with fighter or open up paladin to all alignments and make it similar to the current cleric, just weaker with spells. I still think multiclassing would be a better choice, though.</p><p></p><p>Speaking of clerics, rework domains and spell selection so that the clerics of St. Cuthbert and Wee Jas feel a bit more different.</p><p></p><p>And, turn undead/divine channelling. First, remove the silly association with positive and negative energy. Wizards deal with cosmic forces. Priests channel their gods. Second, don't give turn undead to everyone. Make it a talent tree type of ability where someone may turn, someone else may smite, a third may get a strength boost. Better yet, dump it and tie it to something like a domain ability.</p><p></p><p>Assuming prestige classes still exist, make it a design principle that base classes never, ever have an alignment restriction. If the theme demands it, then it should be a PrC. Paladin should be PrC. Bard, druid, monk (if it exists), and barbarian should be open to all alignments.</p><p></p><p>The ranger should be a martial striker, but not in the way a rogue is. The ranger is a warrior type and should have full BAB and good hit points. In fact, get rid of the barbarian and make rage one branch of the ranger's talent trees. Choose a fighting style, favored enemy, or rage. Then reinclude the scout for the wilderninja -- or not.</p><p></p><p>Divorce rangers from druids. The archetype is martial, first and foremost. Competency in the wilderness does not equate to reverence of nature. 1E rangers also had arcane spells, which were signifacantly more appropriate. Best to drop all spells and implement a flexible multiclassing system.</p><p></p><p>Get rid of the barbarian. Even if you forget about the class overlapping with the ranger too much, the barbarian doesn't have a reason to exist. It's a tough fighter that can get mad and has some extra skill points. So make it a fighter option if you want a bruiser. Or a ranger option if you want a survivalist.</p><p></p><p>Make fighter flexible enough to handle more than one narrow niche. Swashbuckler and martial artist should both be buildable from the fighter class alone. As noted above, so should the crusher barbarian.</p><p></p><p>Make multiclassing really flexible. Instead of making a bunch of base classes that try to internally balance two archetypes or making PrCs that fudge two classes together, make multiclassing rules that actually do the job of blending two (or more) base classes in a way that isn't outrageously great or lousy. Of course there will always be a way to mess with the system, but check out most of the obvious combination, at least.</p><p></p><p><span style="font-size: 9px"><em>Wierd. I didn't know I had so many issues with the classes. A chunk of those are either new or aggrevated in 3E. Interesting.</em></span></p><p></p><p>Get rid of most of the magic item dependency. Sure, items should be a part of the game. It shouldn't be so out of hand that we have a hard time keeping track of our list.</p><p></p><p>Make buffs and healing less important/significant. That's a huge issue that has at least two current threads devoted to it, so I'll leave it alone.</p></blockquote><p></p>
[QUOTE="Mercule, post: 3761402, member: 5100"] I see what you're saying. Look at it more this way: The fiend has DR x/-, but the true radience of good is so anathema that it will overwhelm the fiend, anyway. Now, if only truly blessed weapons would be rare enough and feel appropriate. Ooo. I likey. I still want it to be a bit different from simple con damage, though. Maybe 1 con, str, dex damage. Dunno, but it's the right direction. Other things I'd like to see: Kill the paladin. Dead, dead, dead. At least as a base class. As soon as PrCs were introduced, the paladin had no reason to exist as a base class. Better yet, make good multiclassing rules that allow for a multiclass cleric/fighter to be worthwhile and fill the niche of the paladin. Not all clerics should be martial. Priests of Aphrodite are more likely to be nekkid than don armor. Some interesting deities are practically pacifistic or at least unlikely to wear armor or bash a skull in. Balance clerics as casters, first. If someone wants to play a divine skullcrusher, let them multiclass with fighter or open up paladin to all alignments and make it similar to the current cleric, just weaker with spells. I still think multiclassing would be a better choice, though. Speaking of clerics, rework domains and spell selection so that the clerics of St. Cuthbert and Wee Jas feel a bit more different. And, turn undead/divine channelling. First, remove the silly association with positive and negative energy. Wizards deal with cosmic forces. Priests channel their gods. Second, don't give turn undead to everyone. Make it a talent tree type of ability where someone may turn, someone else may smite, a third may get a strength boost. Better yet, dump it and tie it to something like a domain ability. Assuming prestige classes still exist, make it a design principle that base classes never, ever have an alignment restriction. If the theme demands it, then it should be a PrC. Paladin should be PrC. Bard, druid, monk (if it exists), and barbarian should be open to all alignments. The ranger should be a martial striker, but not in the way a rogue is. The ranger is a warrior type and should have full BAB and good hit points. In fact, get rid of the barbarian and make rage one branch of the ranger's talent trees. Choose a fighting style, favored enemy, or rage. Then reinclude the scout for the wilderninja -- or not. Divorce rangers from druids. The archetype is martial, first and foremost. Competency in the wilderness does not equate to reverence of nature. 1E rangers also had arcane spells, which were signifacantly more appropriate. Best to drop all spells and implement a flexible multiclassing system. Get rid of the barbarian. Even if you forget about the class overlapping with the ranger too much, the barbarian doesn't have a reason to exist. It's a tough fighter that can get mad and has some extra skill points. So make it a fighter option if you want a bruiser. Or a ranger option if you want a survivalist. Make fighter flexible enough to handle more than one narrow niche. Swashbuckler and martial artist should both be buildable from the fighter class alone. As noted above, so should the crusher barbarian. Make multiclassing really flexible. Instead of making a bunch of base classes that try to internally balance two archetypes or making PrCs that fudge two classes together, make multiclassing rules that actually do the job of blending two (or more) base classes in a way that isn't outrageously great or lousy. Of course there will always be a way to mess with the system, but check out most of the obvious combination, at least. [size=1][i]Wierd. I didn't know I had so many issues with the classes. A chunk of those are either new or aggrevated in 3E. Interesting.[/i][/size] Get rid of most of the magic item dependency. Sure, items should be a part of the game. It shouldn't be so out of hand that we have a hard time keeping track of our list. Make buffs and healing less important/significant. That's a huge issue that has at least two current threads devoted to it, so I'll leave it alone. [/QUOTE]
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