Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Variant Classes/Rules
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stillgrave" data-source="post: 5059526" data-attributes="member: 87471"><p>Ok, well.. I've been sitting here reading several posts for a few hours now. But finally I decided to go ahead and sign up and post somethings myself. I've been working on some things for awhile and what I've basically decided to do is to throw out everything that is DND except the leveling system, character creation, and the majority of the combat system. That said.. what I am wondering now is if someone else may have done any of the things I've been working on. They are as follows.</p><p></p><p></p><ol> <li data-xf-list-type="ol">Expanded Core Classes. At present I have expanded the original 11 Core classes to 15 with thoughts on expanding it more. I enjoy variety, but I don't want to give too much to cause confusion. I have added to the originals the; Archer, Alchemist/Artificer, Geomancer (Not the prestige class), and a noble. I am considering adding others that I have previously started but not yet finished like the gladiator, but I feel the role is probably best left to others such as the fighter.</li> <li data-xf-list-type="ol">Change of class abilities. I've pretty much stripped the classes down to nothing and started over. I've been using a point system for abilities so that no class has more than 215 points, but I've redone some of the calculations. For instance originally arcane was counted as higher than divine for spell casting. I don't really understand this as I feel that the divine spells should be just as powerful as the arcane and if they are not than that is a problem with the spell selection and not a problem that should result in a difference of the point balancing. I have given each class a talent selection such as those found in d20 modern's core classes as I feel this helps in reducing the cookie cutter affect of the set abilities. I have not reduced the number of abilities for any class doing this, but instead have increased it. Rangers are no longer spell casters, Druids are now more pure spell-casting, Clerics are definitive healers, and I have reworked how the wizards use spells entirely.</li> <li data-xf-list-type="ol">Starting Traits. I have introduced in my game a series of traits that the characters get at level 1. These are based off of things from previous training (prior to the game), to where they were born. They are small abilities such as a +2 bonus to a skill, or one weapon specific proficiency. This idea came originally from WotC's Wheel of Time rp.</li> </ol><p>So.. that's the general synopsis of what I have done/am doing. I didn't want to go into full detail because of length. The characters file itself is presently 27 pages long.</p><p></p><p>EDIT:</p><p></p><p>Instead of making a separate post, I decided to add this in as an edit. </p><p></p><p>I was reading a blog that complained about how the multiple attacks/round in 3e/3.5 was originally a fighter only ability. Thinking back on it, I do recall something similar to that but I never played a fighter prior to 3e, I was usually just the wizard before. So now I sit here and I think that yes.. it doesn't really make sense to me that a fighter attacks the same number times as a paladin or a barbarian. The fighter should be the master of combat itself and so for my original campaign setting I'm considering removing the multiple attacks/round for every class except the fighter. Which will have it as an optional talent ability as previously mentioned I'm placing in the classes. But I'm curious as to what you think about this removal of the multiple attacks. I understand it helps to move combat along in the long run by killing monsters faster, but at the same time it bogs down individual combat turns.</p></blockquote><p></p>
[QUOTE="Stillgrave, post: 5059526, member: 87471"] Ok, well.. I've been sitting here reading several posts for a few hours now. But finally I decided to go ahead and sign up and post somethings myself. I've been working on some things for awhile and what I've basically decided to do is to throw out everything that is DND except the leveling system, character creation, and the majority of the combat system. That said.. what I am wondering now is if someone else may have done any of the things I've been working on. They are as follows. [LIST=1] [*]Expanded Core Classes. At present I have expanded the original 11 Core classes to 15 with thoughts on expanding it more. I enjoy variety, but I don't want to give too much to cause confusion. I have added to the originals the; Archer, Alchemist/Artificer, Geomancer (Not the prestige class), and a noble. I am considering adding others that I have previously started but not yet finished like the gladiator, but I feel the role is probably best left to others such as the fighter. [*]Change of class abilities. I've pretty much stripped the classes down to nothing and started over. I've been using a point system for abilities so that no class has more than 215 points, but I've redone some of the calculations. For instance originally arcane was counted as higher than divine for spell casting. I don't really understand this as I feel that the divine spells should be just as powerful as the arcane and if they are not than that is a problem with the spell selection and not a problem that should result in a difference of the point balancing. I have given each class a talent selection such as those found in d20 modern's core classes as I feel this helps in reducing the cookie cutter affect of the set abilities. I have not reduced the number of abilities for any class doing this, but instead have increased it. Rangers are no longer spell casters, Druids are now more pure spell-casting, Clerics are definitive healers, and I have reworked how the wizards use spells entirely. [*]Starting Traits. I have introduced in my game a series of traits that the characters get at level 1. These are based off of things from previous training (prior to the game), to where they were born. They are small abilities such as a +2 bonus to a skill, or one weapon specific proficiency. This idea came originally from WotC's Wheel of Time rp. [/LIST] So.. that's the general synopsis of what I have done/am doing. I didn't want to go into full detail because of length. The characters file itself is presently 27 pages long. EDIT: Instead of making a separate post, I decided to add this in as an edit. I was reading a blog that complained about how the multiple attacks/round in 3e/3.5 was originally a fighter only ability. Thinking back on it, I do recall something similar to that but I never played a fighter prior to 3e, I was usually just the wizard before. So now I sit here and I think that yes.. it doesn't really make sense to me that a fighter attacks the same number times as a paladin or a barbarian. The fighter should be the master of combat itself and so for my original campaign setting I'm considering removing the multiple attacks/round for every class except the fighter. Which will have it as an optional talent ability as previously mentioned I'm placing in the classes. But I'm curious as to what you think about this removal of the multiple attacks. I understand it helps to move combat along in the long run by killing monsters faster, but at the same time it bogs down individual combat turns. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Variant Classes/Rules
Top