Spatula said:
Sure. See the section in the DMG about customizing classes to get you started. What's printed in the PHB isn't written in stone.
Right, rule zero, obviously. The problem is - I want to tailor
everything about the system.
I don't want all gnomes to be the same. Why should a gnome that grew up in the city learn how to speak to burrowing mammals? Why should a dwarf who grew up on an island learn the different rock strata?
I want customizable classes. I could purchase "Buy the numbers" to solve this, of course. Since the core game doesn't do this. There are also fundamental balance issues to resolve by doing this.
I want a more realistic economy. I've never played in a D&D game where anyone in the party actually saved up for full plate armor. Incidentally, Everquest suffers from the same problem. There is this thing called mundane Full Plate, the price of it is listed in the PHB, and presumably it exists, although I've never seen anyone wear mundane full plate, nor purchase it during the course of the game. By the time anyone has the money to purchase full plate armor, they are already wearing better magical armor. Same with a masterwork weapon. In most cases, masterwork weapons are never purchased because of the common prevalance of +1 magical weapons. I want a game where the players actually save up for better versions of mundane equipment because magical options just don't readily exist. The economy of D&D just doesn't work well to suit this. And I want the scale lower. Most classes start with enough cash to buy chainmail right at the start. How many 1st level peasants do you know that can afford to buy chainmail armor? Heck, I have a good paying job in RL, and I cringe at the thought of purchasing high quality chainmail. That stuff is -expensive-!
At this stage of my life, I'm beyond the concept of alignment. I could remove alignment, but it is so ingrained in the system that to do so would require significant tweaking.
I want a more flexible spellcasting system. I could implement Elements of Magic, but that's introducing quite a bit of change.
The magic item creation system is complicated. That's easy enough, though, because I wrote the Artificer's Handbook, so that solves those problems. And yes, it has rules for rechargeable magic items, gestalt sets, and socketed items.
So, there's *my* D&D. Tons of house rules on races, Buy The Numbers, no alignment system, lots of house rules to reflect the lack of alignment. Elements of Magic for the spell system, and Artificer's Handbook for magic item costs and creation. *whew*.
Baseline is this - I want a system that provides players options, not restrictions. D&D 3e went a LOOONG ways towards that by removing racial level limits, and racial class restrictions, and even some alignment restrictions. I want to take it a step further. I want a game that allows the player to construct his vision of a character. Currently, D&D works the opposite - the players have to fit their ideas into the molds that D&D provides.