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Think I Have Finally Figured Out How To Fix 3.5 (it took a decade)
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<blockquote data-quote="MoonSong" data-source="post: 7589476" data-attributes="member: 6689464"><p>I also have some kind of thing like this in the works. </p><p></p><p></p><p>Yes, if anything I would add to this.</p><p></p><p></p><p>Number one on the list, besides giving more skills overall, I have an idea that since each class has a primary score, why not give extra skill points spendable on skills related to that score?</p><p></p><p></p><p>Yes I really want to do something about this too.</p><p></p><p></p><p>Also this.</p><p></p><p></p><p>My solution goes the other way, limit both HP and damage inflation. It doesn't matter how many times you fail, if you land a hit, it's still significative. However I did take medium bab as a baseline. Fighters are still allowed to be outright better at hitting, but they aren't the baseline for balance. </p><p></p><p></p><p>In general I would go out and say remove anything that basically rewrites the character temporally. </p><p></p><p></p><p>I created a mechanic that addresses most of this stuff at once. It is a single mechanic that makes you good at one thing and evens out even if you want to spread. This mechanic makes fighters good at saving throws, keeps spell damage scaling, limits druid wildshapes -and forces them to choose between being combat monsters and alpha striking- </p><p></p><p></p><p>An actual difference in ideas, the siloing done by the PF2 left a sour taste in my mouth. My take is add more stunts, and compress some of the more unnecessarily long feat chains to be easier to understand and remove the obvious "math only" feats. Why? because to me weapon training is more of a flavor choice than an outright optimization thing. You should be able to pick training on a weapon of your choice at first level. </p><p></p><p></p><p>Again with the previous point, in my book siloing is bad. </p><p></p><p>Hadn't considered prestige classes. I would tone down prerrequisites so they aren't as nonsensical. And also would bring them more on par with each other and base classes.</p><p></p><p></p><p>I gave myself the philosophy of "if it is less than two, it's too fiddly" and also each conditional modifier is +/-2 or +/-5. Magic weapons don't give actual pluses. It has to be desirable for what it can do, not for the math. And in line with my idea about keeping scaling under control, make liberal use of adv/disadv </p><p></p><p></p><p>Yes!!</p><p></p><p></p><p>House rule, a wand gives you access to a spell. And just that, you need to use a spell slot of your own -or that mechanic I mentioned before- to use a wand. </p><p></p><p></p><p>I change SR to interact with the mechanic that makes fighters good at saving throws.</p><p></p><p></p><p></p><p>Nothing against this n_n</p><p></p><p>Edit: Though I'm seriously considering scrapping this and retroporting the best parts of 3.5 to 2e. (NWPs do rule!)</p></blockquote><p></p>
[QUOTE="MoonSong, post: 7589476, member: 6689464"] I also have some kind of thing like this in the works. Yes, if anything I would add to this. Number one on the list, besides giving more skills overall, I have an idea that since each class has a primary score, why not give extra skill points spendable on skills related to that score? Yes I really want to do something about this too. Also this. My solution goes the other way, limit both HP and damage inflation. It doesn't matter how many times you fail, if you land a hit, it's still significative. However I did take medium bab as a baseline. Fighters are still allowed to be outright better at hitting, but they aren't the baseline for balance. In general I would go out and say remove anything that basically rewrites the character temporally. I created a mechanic that addresses most of this stuff at once. It is a single mechanic that makes you good at one thing and evens out even if you want to spread. This mechanic makes fighters good at saving throws, keeps spell damage scaling, limits druid wildshapes -and forces them to choose between being combat monsters and alpha striking- An actual difference in ideas, the siloing done by the PF2 left a sour taste in my mouth. My take is add more stunts, and compress some of the more unnecessarily long feat chains to be easier to understand and remove the obvious "math only" feats. Why? because to me weapon training is more of a flavor choice than an outright optimization thing. You should be able to pick training on a weapon of your choice at first level. Again with the previous point, in my book siloing is bad. Hadn't considered prestige classes. I would tone down prerrequisites so they aren't as nonsensical. And also would bring them more on par with each other and base classes. I gave myself the philosophy of "if it is less than two, it's too fiddly" and also each conditional modifier is +/-2 or +/-5. Magic weapons don't give actual pluses. It has to be desirable for what it can do, not for the math. And in line with my idea about keeping scaling under control, make liberal use of adv/disadv Yes!! House rule, a wand gives you access to a spell. And just that, you need to use a spell slot of your own -or that mechanic I mentioned before- to use a wand. I change SR to interact with the mechanic that makes fighters good at saving throws. Nothing against this n_n Edit: Though I'm seriously considering scrapping this and retroporting the best parts of 3.5 to 2e. (NWPs do rule!) [/QUOTE]
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