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<blockquote data-quote="Nifft" data-source="post: 1545164" data-attributes="member: 6562"><p>My suggestions:</p><p></p><ul> <li data-xf-list-type="ul">Limit classes. If you're going to do the race-as-class thing (like OD&D), I've got some suggestions for that, too. Personally, I'd limit PC classes to these:<br /> - Fighter<br /> - Bard<br /> - Cleric<br /> - Rogue<br /> - Sorcerer<br /> </li> <li data-xf-list-type="ul"> Reduce the frequency of Feats, especially in the beginning. Get rid of the 1st level general feat. Grant general feats at 3rd, 7th, 11th, 15th and 19th level. Fighters get a bonus feat at 2nd level, and every 3 levels after that (so, 2nd, 5th, 8th, 11th, 14th, 17th, 20th).</li> <li data-xf-list-type="ul"> Keep some simple feats. Here's the list that I'd put in:<br /> - Weapon Finesse<br /> - Weapon Focus<br /> - Weapon Specialization (requires Weapon Focus)<br /> - Animal Affinity -- allows you to make Animal Empathy checks, like a Druid<br /> - Animal Companion (requires Animal Affinity) -- grants an animal companion, like a Druid<br /> - Trapfinding -- allows you to Search for traps<br /> - Track -- allows you to follow tracks<br /> - Combat Casting -- allows you to cast spells even when threatened<br /> - Skill Focus<br /> - Precise Shot -- no chance of hitting your friend in melee<br /> - Cleave -- works like Great Cleave<br /> - Improved Initiative<br /> - Mounted Combat -- you can fight and shoot from horseback without penalty<br /> - Iron Will<br /> - Great Fortitude<br /> - Lightning Reflexes<br /> </li> <li data-xf-list-type="ul"> No armor or weapon proficency feats. You get proficencies from your class, and that's that.<br /> </li> <li data-xf-list-type="ul"> Combine similar skills. Here's the full skill list that I'd use:<br /> - Sneak (combines core Hide & Move Silently)<br /> - Spot (combines core Spot & Listen)<br /> - Athletics (combines Climb, Jump & Swim)<br /> - Acrobatics (combines Balance, Escape Artist & Tumble)<br /> - Handle Animal (combines Ride & Handle Animal)<br /> - Knowlege: Arcana (combines Spellcraft & Kn(Arcana))<br /> - Knowlege: Religion<br /> - Knowlge: Nature (combines Survival & Kn(Nature))<br /> - Search (combines core Search & Disable Device)<br /> - Sleight of Hand (combines core Sleight of Hand & Open Lock)<br /> - Bravado (combines Bluff & Intimidate)<br /> - Diplomacy (combines core Diplomacy & Gather Information)<br /> - Sense Motive<br /> - Perform<br /> - Craft<br /> (make Professions into rule-free background info)<br /> </li> <li data-xf-list-type="ul"> As with Feats, reduce the number of skill points available by class:<br /> - Fighter: 1 + Int bonus<br /> - Cleric: 1 + Int bonus<br /> - Sorcerer: 2 + Int bonus<br /> - Rogue: 4 + Int bonus<br /> - Bard: 3 + Int bonus<br /> </li> <li data-xf-list-type="ul"> Even if you eliminate AoOs, keep the idea that casters can't cast spells when "threatened".<br /> </li> <li data-xf-list-type="ul"> All spellcasting should be spontaneous. Thus, players spend less time looking up spells. Furthermore, Clerics should only pick their deity -- the Domain powers & spell list should be pre-picked for each deity. Here are some suggestions:<br /> - Heironius LG (Strength and War)<br /> - Pelor NG (Sun and Good)<br /> - Ehlonna CG (Animal and Travel)<br /> - Kord CN (Chaos and Strength)<br /> - Wee Jas LN (Law and Knowlege)<br /> - Obad Hai N (Plant and an Element -- Air, Earth, Fire, Water)</li> <li data-xf-list-type="ul">In fact, I'd probably pre-pick the non-Domain Clerical spell list, too. (Note that these are all available spontaneously, as though the Cleric were a Sorcerer with all of these spells, plus their Domain spells, on their spell list. Thus, there are no direct damage spells on this list -- those are expected to come from the Domain spells.)<br /> 0: Create Water, Cure Minor Wound, Detect Magic, Light, Purify Food & Water<br /> 1: Bless, Cure Light Wounds, Detect Evil, Magic Weapon, Protection from Evil, Remove Fear, Sanctuary<br /> 2: Align Weapon, Augury, Bull's Strength, Cure Moderate Wounds, Hold Person, Remove Paralysis, Lesser Restoration, Shield Other<br /> 3: Create Food & Water, Cure Serious Wounds, Daylight, Dispel Magic, Magic Circle against Evil, Prayer, Remove Curse, Remove Disease<br /> 4: Cure Critical Wounds, Death Ward, Divination, Freedom of Movement, Greater Magic Weapon, Neutralize Poison, Restoration, Tongues<br /> 5: Atonemnt, Break Enchantment, Commune, Mass Cure Light Wounds, Dispel Evil, Disrupting Weapon, Raise Dead, Spell Resistance, True Seeing<br /> 6: Blade Barrier, Mass Bull's Strength, Mass Cure Moderate Wounds, Greater Dispel Magic, Heal, Word of Recall<br /> 7: Mass Cure Serious Wounds, Regenerate, Greater Restoration, Resurrection<br /> 8: Antimagic Field, Mass Cure Critical Wounds, Holy Aura<br /> 9: Mass Heal, Miracle, True Resurrection<br /> </li> <li data-xf-list-type="ul"> Limit mechanics. Make it a generic -4 to do something in unfavorable conditions.<br /> - Grappling: only for monsters with Improved Grab. PC attacks at -4 until they break free (a Strength check or an Acrobatics check).<br /> - Cover: Target has AC +4.<br /> - Target in melee: Target has AC +4, unless you have Precise Shot.<br /> - Firing while threatened: -4 to attack roll.<br /> - Horseback: -4 to all rolls, unless you have Mounted Combat.<br /> - Prone: -4 to melee attack rolls.<br /> </li> </ul><p></p><p> -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 1545164, member: 6562"] My suggestions: [list] [*]Limit classes. If you're going to do the race-as-class thing (like OD&D), I've got some suggestions for that, too. Personally, I'd limit PC classes to these: - Fighter - Bard - Cleric - Rogue - Sorcerer [*] Reduce the frequency of Feats, especially in the beginning. Get rid of the 1st level general feat. Grant general feats at 3rd, 7th, 11th, 15th and 19th level. Fighters get a bonus feat at 2nd level, and every 3 levels after that (so, 2nd, 5th, 8th, 11th, 14th, 17th, 20th). [*] Keep some simple feats. Here's the list that I'd put in: - Weapon Finesse - Weapon Focus - Weapon Specialization (requires Weapon Focus) - Animal Affinity -- allows you to make Animal Empathy checks, like a Druid - Animal Companion (requires Animal Affinity) -- grants an animal companion, like a Druid - Trapfinding -- allows you to Search for traps - Track -- allows you to follow tracks - Combat Casting -- allows you to cast spells even when threatened - Skill Focus - Precise Shot -- no chance of hitting your friend in melee - Cleave -- works like Great Cleave - Improved Initiative - Mounted Combat -- you can fight and shoot from horseback without penalty - Iron Will - Great Fortitude - Lightning Reflexes [*] No armor or weapon proficency feats. You get proficencies from your class, and that's that. [*] Combine similar skills. Here's the full skill list that I'd use: - Sneak (combines core Hide & Move Silently) - Spot (combines core Spot & Listen) - Athletics (combines Climb, Jump & Swim) - Acrobatics (combines Balance, Escape Artist & Tumble) - Handle Animal (combines Ride & Handle Animal) - Knowlege: Arcana (combines Spellcraft & Kn(Arcana)) - Knowlege: Religion - Knowlge: Nature (combines Survival & Kn(Nature)) - Search (combines core Search & Disable Device) - Sleight of Hand (combines core Sleight of Hand & Open Lock) - Bravado (combines Bluff & Intimidate) - Diplomacy (combines core Diplomacy & Gather Information) - Sense Motive - Perform - Craft (make Professions into rule-free background info) [*] As with Feats, reduce the number of skill points available by class: - Fighter: 1 + Int bonus - Cleric: 1 + Int bonus - Sorcerer: 2 + Int bonus - Rogue: 4 + Int bonus - Bard: 3 + Int bonus [*] Even if you eliminate AoOs, keep the idea that casters can't cast spells when "threatened". [*] All spellcasting should be spontaneous. Thus, players spend less time looking up spells. Furthermore, Clerics should only pick their deity -- the Domain powers & spell list should be pre-picked for each deity. Here are some suggestions: - Heironius LG (Strength and War) - Pelor NG (Sun and Good) - Ehlonna CG (Animal and Travel) - Kord CN (Chaos and Strength) - Wee Jas LN (Law and Knowlege) - Obad Hai N (Plant and an Element -- Air, Earth, Fire, Water) [*]In fact, I'd probably pre-pick the non-Domain Clerical spell list, too. (Note that these are all available spontaneously, as though the Cleric were a Sorcerer with all of these spells, plus their Domain spells, on their spell list. Thus, there are no direct damage spells on this list -- those are expected to come from the Domain spells.) 0: Create Water, Cure Minor Wound, Detect Magic, Light, Purify Food & Water 1: Bless, Cure Light Wounds, Detect Evil, Magic Weapon, Protection from Evil, Remove Fear, Sanctuary 2: Align Weapon, Augury, Bull's Strength, Cure Moderate Wounds, Hold Person, Remove Paralysis, Lesser Restoration, Shield Other 3: Create Food & Water, Cure Serious Wounds, Daylight, Dispel Magic, Magic Circle against Evil, Prayer, Remove Curse, Remove Disease 4: Cure Critical Wounds, Death Ward, Divination, Freedom of Movement, Greater Magic Weapon, Neutralize Poison, Restoration, Tongues 5: Atonemnt, Break Enchantment, Commune, Mass Cure Light Wounds, Dispel Evil, Disrupting Weapon, Raise Dead, Spell Resistance, True Seeing 6: Blade Barrier, Mass Bull's Strength, Mass Cure Moderate Wounds, Greater Dispel Magic, Heal, Word of Recall 7: Mass Cure Serious Wounds, Regenerate, Greater Restoration, Resurrection 8: Antimagic Field, Mass Cure Critical Wounds, Holy Aura 9: Mass Heal, Miracle, True Resurrection [*] Limit mechanics. Make it a generic -4 to do something in unfavorable conditions. - Grappling: only for monsters with Improved Grab. PC attacks at -4 until they break free (a Strength check or an Acrobatics check). - Cover: Target has AC +4. - Target in melee: Target has AC +4, unless you have Precise Shot. - Firing while threatened: -4 to attack roll. - Horseback: -4 to all rolls, unless you have Mounted Combat. - Prone: -4 to melee attack rolls. [/list] -- N [/QUOTE]
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