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What 1st, 2nd, and 4th edition rules should be imported into 3.5e?
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<blockquote data-quote="Loonook" data-source="post: 5882361" data-attributes="member: 1861"><p><img src="http://img689.imageshack.us/img689/818/okwiththis.png" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" />.</p><p></p><p>Except for Architecture/Engineering, which doesn't really seem to fit with the vibe considering, you know, the actual realm of K(Architecture/Engineering). </p><p></p><p>Hell, I think that Knowledge (Religion) would be a great substitute for Turn Undead as a skill trick. Spellcraft, the skill that allows you to read magic, create diagrams, and identify items... Doesn't allow you to be able to press the button or say 'abracadabra'. Acrobatics and Athletics are actually great substitutions for the multiple skills created just to create a false parity in skill distribution.</p><p></p><p>These skills are artificial limits placed on abilities made to provide balance and a leveled increase in skills. Heal, which should quite obviously be an Intelligence skill (I don't patch up my nephew with gut instinct and perception)... But those who are traditionally 'healers' are Wisdom-heavy in D&D. So a Heal skill user is to a Doctor what Murrow is to Colbert.</p><p></p><p>Creating a false separation for symmetry is a keystone of 3.x and up... But this weird 'healing is a Wisdom based skill' thing dates back to Non weapon Proficiency. Now we moved forward from NWP in the fact that non-Rogues can jump/climb. We do, however, now have the need for the sacred cows of 3.x skills to be reformed, and the idea of specific, focused applications of limited skills could easily be placed into tricks off of these skills, and an appropriate amount of ranks/level to adjust for this change would actually allow for a much simpler Modular experience.</p><p></p><p>Kill Spellcraft, UMD, combine them into Knowledge (Arcana) or Spellcraft. Personally I'd go with Knowledge (Arcana), and add Druid to the class skill. You have allowed magic users to use each other's devices due to an intrinsic understanding of How Magic Works. You know when another individual is casting, and your years of theory have led you to understandings of how magic works in creatures, and some of the groups who wander about in the world. You've also allowed those who become trained in the ways of magic to actually be useful in their understanding as a minor skilled individual even if they take cross-class skills to do it. </p><p></p><p>Knowledge (Religion) is synergized with Turn Undead as is. Bonus feat for Clerics and Paladins of Turn Undead at the appropriate level, and allowance into the skill at Knowledge (Religion) 5 ranks. Increase the skill ranks required to appropriate for the skill, and make the effects CL -5 to CL +5. Turning Feats gain a Class Requisite, similar to Fighter-only feats like Weapon Specialization, or even as a Metaenergy feat for some. </p><p></p><p>This would allow you to Turn higher CR undead, and allows for the traditional 'brandish holy symbol to show your faith' to function for some. Druids, who consider undead anathema to the natural order, now get to affect them, and Van Helsing doesn't need to necessarily pack Cleric levels if he invests in the Feat at 3rd level. Improved Turning improves your check by +4, in accordance with other 'improved' feats.</p><p></p><p>Overall? A tempest in a teapot. The game gains a few options, the Turn Undead system doesn't suck so badly at upper levels, and Wizards can Wand o' CLW, and Druid and Wizard may Raise the Dead with a scroll that costs 6k GP using Knowledge (Arcana) while never learning the spells themselves. Also you have more room for skills to be added to the game as we collapse some of the silliness of the skill system while allowing for the archetype of the Vampire Hunter to not require a dip into Divine Exorcist/Acolyte of Peace/Cleric to gain a severely weak version of the skill.</p><p></p><p>Slainte,</p><p></p><p>-Loonook.</p></blockquote><p></p>
[QUOTE="Loonook, post: 5882361, member: 1861"] [IMG]http://img689.imageshack.us/img689/818/okwiththis.png[/IMG]. Except for Architecture/Engineering, which doesn't really seem to fit with the vibe considering, you know, the actual realm of K(Architecture/Engineering). Hell, I think that Knowledge (Religion) would be a great substitute for Turn Undead as a skill trick. Spellcraft, the skill that allows you to read magic, create diagrams, and identify items... Doesn't allow you to be able to press the button or say 'abracadabra'. Acrobatics and Athletics are actually great substitutions for the multiple skills created just to create a false parity in skill distribution. These skills are artificial limits placed on abilities made to provide balance and a leveled increase in skills. Heal, which should quite obviously be an Intelligence skill (I don't patch up my nephew with gut instinct and perception)... But those who are traditionally 'healers' are Wisdom-heavy in D&D. So a Heal skill user is to a Doctor what Murrow is to Colbert. Creating a false separation for symmetry is a keystone of 3.x and up... But this weird 'healing is a Wisdom based skill' thing dates back to Non weapon Proficiency. Now we moved forward from NWP in the fact that non-Rogues can jump/climb. We do, however, now have the need for the sacred cows of 3.x skills to be reformed, and the idea of specific, focused applications of limited skills could easily be placed into tricks off of these skills, and an appropriate amount of ranks/level to adjust for this change would actually allow for a much simpler Modular experience. Kill Spellcraft, UMD, combine them into Knowledge (Arcana) or Spellcraft. Personally I'd go with Knowledge (Arcana), and add Druid to the class skill. You have allowed magic users to use each other's devices due to an intrinsic understanding of How Magic Works. You know when another individual is casting, and your years of theory have led you to understandings of how magic works in creatures, and some of the groups who wander about in the world. You've also allowed those who become trained in the ways of magic to actually be useful in their understanding as a minor skilled individual even if they take cross-class skills to do it. Knowledge (Religion) is synergized with Turn Undead as is. Bonus feat for Clerics and Paladins of Turn Undead at the appropriate level, and allowance into the skill at Knowledge (Religion) 5 ranks. Increase the skill ranks required to appropriate for the skill, and make the effects CL -5 to CL +5. Turning Feats gain a Class Requisite, similar to Fighter-only feats like Weapon Specialization, or even as a Metaenergy feat for some. This would allow you to Turn higher CR undead, and allows for the traditional 'brandish holy symbol to show your faith' to function for some. Druids, who consider undead anathema to the natural order, now get to affect them, and Van Helsing doesn't need to necessarily pack Cleric levels if he invests in the Feat at 3rd level. Improved Turning improves your check by +4, in accordance with other 'improved' feats. Overall? A tempest in a teapot. The game gains a few options, the Turn Undead system doesn't suck so badly at upper levels, and Wizards can Wand o' CLW, and Druid and Wizard may Raise the Dead with a scroll that costs 6k GP using Knowledge (Arcana) while never learning the spells themselves. Also you have more room for skills to be added to the game as we collapse some of the silliness of the skill system while allowing for the archetype of the Vampire Hunter to not require a dip into Divine Exorcist/Acolyte of Peace/Cleric to gain a severely weak version of the skill. Slainte, -Loonook. [/QUOTE]
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What 1st, 2nd, and 4th edition rules should be imported into 3.5e?
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