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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Thoughts on a theoretical rules-light d20.
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<blockquote data-quote="RangerWickett" data-source="post: 1124811" data-attributes="member: 63"><p>Okay, what's complicated in d20?</p><p></p><p>Spells. There are hundreds of spells, with little consistency in design.</p><p></p><p>Combat. You get multiple attacks, all with different weapons and attack bonuses and damage dice.</p><p></p><p>Are skills complicated? No, not really. I think there should be more examples of what DCs to set for each skill, but the current number of skills is easily manageable. Also, skills don't usually slow down play, except for maybe Bluff and Tumble in combat. During other times, skills are fine.</p><p></p><p>What about feats? Well, admittedly I'd like to trim down a few feats, and get rid of all the 'double +2' skill feats. Just use skill focus. Other feats are complicated because they involve combat or magic, but if we revise the magic system and combat system a bit, we can probably get rid of these complicated feats?</p><p></p><p>Classes? Well, classes are certainly simpler than having a character-point-based build-yer-own class system, but some of the classes are complicated. I think a nice way to smooth things out would be to make some class abilities feats, and then have just three or four core classes, each with several <strong>Character Paths</strong>. Each character path would give you certain feats at certain times. So you'd have the Fighter class, but you could choose the Duelist Path, the Berserker Path, or the Cavalry Path (among others). Or, if you want a more advanced game, you can ignore the paths and just choose whatever you want.</p><p></p><p>Magic items? Hell yes they're complicated. Really, we should just have two types of magic items--charged items (scrolls, potions, wands) which cast spells directly one at a time; and wondrous items (belt of strength, cloak of flying) which give you persistent powers.</p><p></p><p>Sound good? So, what shall we do to fix these problems?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1124811, member: 63"] Okay, what's complicated in d20? Spells. There are hundreds of spells, with little consistency in design. Combat. You get multiple attacks, all with different weapons and attack bonuses and damage dice. Are skills complicated? No, not really. I think there should be more examples of what DCs to set for each skill, but the current number of skills is easily manageable. Also, skills don't usually slow down play, except for maybe Bluff and Tumble in combat. During other times, skills are fine. What about feats? Well, admittedly I'd like to trim down a few feats, and get rid of all the 'double +2' skill feats. Just use skill focus. Other feats are complicated because they involve combat or magic, but if we revise the magic system and combat system a bit, we can probably get rid of these complicated feats? Classes? Well, classes are certainly simpler than having a character-point-based build-yer-own class system, but some of the classes are complicated. I think a nice way to smooth things out would be to make some class abilities feats, and then have just three or four core classes, each with several [b]Character Paths[/b]. Each character path would give you certain feats at certain times. So you'd have the Fighter class, but you could choose the Duelist Path, the Berserker Path, or the Cavalry Path (among others). Or, if you want a more advanced game, you can ignore the paths and just choose whatever you want. Magic items? Hell yes they're complicated. Really, we should just have two types of magic items--charged items (scrolls, potions, wands) which cast spells directly one at a time; and wondrous items (belt of strength, cloak of flying) which give you persistent powers. Sound good? So, what shall we do to fix these problems? [/QUOTE]
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