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General Tabletop Discussion
*Dungeons & Dragons
What are you going to keep from previous editions/other d20 games?
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<blockquote data-quote="Lanefan" data-source="post: 6354921" data-attributes="member: 29398"><p>What would I keep for sure? Lots!</p><p></p><p>- resurrection survival % roll</p><p>- system shock % roll</p><p>- our in-house non-cyclic initiative system</p><p>- undead-turning matrix for clerics</p><p>- roll-under-stat for all sorts of things e.g. perception, dexterity checks, etc.</p><p>- our in-house fumble system</p><p>- all your items need to save if you fail a save vs. area damage, and things can get messy if they fail</p><p>- rebounding lightning bolts</p><p>- expand-to-fill-volume fireballs</p><p>- saving throws vary based on what you're saving against (spell, wand, breath, etc.)</p><p>- illusionists and necromancers as their own classes</p><p>- bards the way I've redesigned them</p><p>- barbarian is a race, not a class</p><p>- war cleric as its own class</p><p>- spells have casting times, can be very easily interrupted, and risk a WMS on interruption</p><p>- area spells need aiming or targeting rolls (e.g. did that fireball really go right where you wanted it?)</p><p>- spells each have their own specific ranges and area-of-effects</p><p>- 1e Cavalier-like percentile increments on stats for all classes, instead of stat auto-boosts at pre-set levels</p><p>- very slow level advancement</p><p>- etc.</p><p></p><p>What would I keep maybe? Some things...</p><p></p><p>- body point/fatigue point system (depends what the WP/VP system in the DMG looks like, I might jump to that)</p><p>- damage spells do flat d6/level (have to see what monster hit point numbers look like first)</p><p>- lots of rulings I've made over the years regarding various spells, if the spell write-ups don't have better ideas</p><p>- etc.</p><p></p><p>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 6354921, member: 29398"] What would I keep for sure? Lots! - resurrection survival % roll - system shock % roll - our in-house non-cyclic initiative system - undead-turning matrix for clerics - roll-under-stat for all sorts of things e.g. perception, dexterity checks, etc. - our in-house fumble system - all your items need to save if you fail a save vs. area damage, and things can get messy if they fail - rebounding lightning bolts - expand-to-fill-volume fireballs - saving throws vary based on what you're saving against (spell, wand, breath, etc.) - illusionists and necromancers as their own classes - bards the way I've redesigned them - barbarian is a race, not a class - war cleric as its own class - spells have casting times, can be very easily interrupted, and risk a WMS on interruption - area spells need aiming or targeting rolls (e.g. did that fireball really go right where you wanted it?) - spells each have their own specific ranges and area-of-effects - 1e Cavalier-like percentile increments on stats for all classes, instead of stat auto-boosts at pre-set levels - very slow level advancement - etc. What would I keep maybe? Some things... - body point/fatigue point system (depends what the WP/VP system in the DMG looks like, I might jump to that) - damage spells do flat d6/level (have to see what monster hit point numbers look like first) - lots of rulings I've made over the years regarding various spells, if the spell write-ups don't have better ideas - etc. Lanefan [/QUOTE]
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What are you going to keep from previous editions/other d20 games?
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