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D&D Older Editions
Twenty Years On. Modern 3E?
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<blockquote data-quote="Imaculata" data-source="post: 8053979" data-attributes="member: 6801286"><p>One big thing that I would change, is to make it easier to uplevel monsters and to calculate their challenge rating. At higher levels it is a mess to find proper monsters for high level characters, and leveling up low CR monsters to the appropriate level is way too complicated in 3.X.</p><p></p><p>I would probably borrow 5E's legendary actions and lair actions for monsters. It is simply a really good rule to create boss monsters and works just fine in 3.X.</p><p></p><p>I would get rid of several feat requirements to take other feats. While it makes sense to have progressively stronger feats (like taking Cleave before you can take Great Cleave), some feats are absolute garbage and are only included as a requirement for better feats.</p><p></p><p>Get rid of spell components entirely. Who even bothers with those?</p><p></p><p>Get rid of class-specific special abilities that add just another use of an already weak ability. I don't think I've ever used Remove Disease as a Paladin, so getting more uses of them as I level up is like someone wrapped up a brick for xmas and handed it to me. Thanks... I guess?</p><p></p><p>I would make some variant rules from the class-specific books core rules, such as the ability to choose between Turn Undead and Destroy Undead.</p><p></p><p>I would also balance the saves of monsters better in regards to spells and abilities, such as Turn Undead, so they don't become useless at higher levels. Monsters at higher levels always save against some of these, rendering them useless.</p><p></p><p>I think a first level spell should still remain useful at higher levels, without having to waste a feat on it just to up the DC. All spells should scale with your level, so that your choices of useful spells only increases per level.</p><p></p><p>Get rid of feats that provide a +2 to a skill. They are all garbage.</p><p></p><p>Get rid of class-skills. It is a mess having to remember which skills are not core to your class, and require double skillpoint investments. Plus as a DM I have no way to check if my players are following this rule at all. It leads to situations where some of my players have ludicrous bonusses to their Spot, when Spot is not a core skill for their class. Which raises a lot of eyebrows.</p><p></p><p>Keep the +1 and +2 bonusses, but tone down the amount of spells and abilities that provide such bonusses. I don't want my players to keep having to remind their fellow players about their aura. I like that effects can stack in 3.X, but there is just too much of it.</p><p></p><p>Every core class should get an interesting <strong><u>new</u></strong> special ability every 2 levels or so. No class should have a bunch of blank spaces where their special ability should be, and they should be diverse. So not just a bunch of Favored Enemies in a row. Those do not make me excited to progress my class.</p><p></p><p>Multiple attacks suffer no penalties. I think this is a good suggestion, so I'll borrow it. Why make calculating your attack bonus to complicated?</p><p></p><p>Put some hard limits on wishes and all wish related spells and abilities.</p><p></p><p>Make all experience points party-wide. This may be controversial, but I have never understood why you would want individual exp. This is a game where you don't want players competing with each other.</p><p></p><p>Crafting a magic item should <u><strong>not cost experience points</strong></u>. The last thing a DM wants, is for their players to be on unequal levels (see above). If anything, it should require the completion of a quest to obtain a rare ingredient. The whole point of crafting a magic item is to become stronger, not weaker at the same time.</p></blockquote><p></p>
[QUOTE="Imaculata, post: 8053979, member: 6801286"] One big thing that I would change, is to make it easier to uplevel monsters and to calculate their challenge rating. At higher levels it is a mess to find proper monsters for high level characters, and leveling up low CR monsters to the appropriate level is way too complicated in 3.X. I would probably borrow 5E's legendary actions and lair actions for monsters. It is simply a really good rule to create boss monsters and works just fine in 3.X. I would get rid of several feat requirements to take other feats. While it makes sense to have progressively stronger feats (like taking Cleave before you can take Great Cleave), some feats are absolute garbage and are only included as a requirement for better feats. Get rid of spell components entirely. Who even bothers with those? Get rid of class-specific special abilities that add just another use of an already weak ability. I don't think I've ever used Remove Disease as a Paladin, so getting more uses of them as I level up is like someone wrapped up a brick for xmas and handed it to me. Thanks... I guess? I would make some variant rules from the class-specific books core rules, such as the ability to choose between Turn Undead and Destroy Undead. I would also balance the saves of monsters better in regards to spells and abilities, such as Turn Undead, so they don't become useless at higher levels. Monsters at higher levels always save against some of these, rendering them useless. I think a first level spell should still remain useful at higher levels, without having to waste a feat on it just to up the DC. All spells should scale with your level, so that your choices of useful spells only increases per level. Get rid of feats that provide a +2 to a skill. They are all garbage. Get rid of class-skills. It is a mess having to remember which skills are not core to your class, and require double skillpoint investments. Plus as a DM I have no way to check if my players are following this rule at all. It leads to situations where some of my players have ludicrous bonusses to their Spot, when Spot is not a core skill for their class. Which raises a lot of eyebrows. Keep the +1 and +2 bonusses, but tone down the amount of spells and abilities that provide such bonusses. I don't want my players to keep having to remind their fellow players about their aura. I like that effects can stack in 3.X, but there is just too much of it. Every core class should get an interesting [B][U]new[/U][/B] special ability every 2 levels or so. No class should have a bunch of blank spaces where their special ability should be, and they should be diverse. So not just a bunch of Favored Enemies in a row. Those do not make me excited to progress my class. Multiple attacks suffer no penalties. I think this is a good suggestion, so I'll borrow it. Why make calculating your attack bonus to complicated? Put some hard limits on wishes and all wish related spells and abilities. Make all experience points party-wide. This may be controversial, but I have never understood why you would want individual exp. This is a game where you don't want players competing with each other. Crafting a magic item should [U][B]not cost experience points[/B][/U]. The last thing a DM wants, is for their players to be on unequal levels (see above). If anything, it should require the completion of a quest to obtain a rare ingredient. The whole point of crafting a magic item is to become stronger, not weaker at the same time. [/QUOTE]
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