What Does Your Perfect Edition Look Like?


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This is kinda there. You can ban one option or the other in your game, but both options seem assumed.

RE: Spell casting.

I was a little less than clear on that. Sorry. I meant for either/both beging possible within a class. Not one or another.

So "Mages" have certain "spells"/abilities that they can cast without study or memorizing at the beginning of the day, but also have other of their "per day" csting which does require it. Not "a 'Wizard' has to read their books" and "a 'Sorcerer' calls on their dragon/fey/demon/half-whampire-half-unicorn-but-only-a-quarter-halfling blood."

This could be "low level" spell effects are able to be "spontaneous" but the big boogy bad spells require research, study and practice. Or spells that effect objects/the environment are "easy/spontaneously cast" but if you want to effect a living being its more "difficult/intricate" and requires memorization. OR to use the 4e categories, "at-wills" v. "encounters" v. dailies"...Or swapping spell slots into/out of "memorized" and "spontaneous" reserves per day: yes, you have 1 3rd level spell effect memorized left, but you can "alter" the energies so you can get 3 1st levels spells off instead...or a 1st and a 2nd or whatever.

It can be done a bunch of ways, but I think everyone wants to get away from/grew out of lonnnng ago the "1-a-day memorizing wizard."

Combining the Wizard and Sorcerer classes into a single entity...and then, perhaps, allowing casting-specialization "classes" or "themes" later: "all spontaneous [more but less powerful] spells" or "all memorized [less but mrore powerful] spells", just for an example...I'm totally making this up off the cuff here. :)

But, yeah, both in one. Not, or perhaps in addition to, either/or.

--SD
 

For me:

Low-scaling numbers (the math between 1st to 36th level isn't much)
36th level ;)
Every level means something to the player's character class
Choosing a race should remain very relevant mechanically from 1st to 36th level
No magic economy and magic items rarely give +X bonuses
Mercenaries, hirelings, henchmen, cohorts, and followers adventuring with you. The words "adventuring company" really means that, not just four PC's.
Hank, Eric, Sheila, Bobby, Presto, Diana, Uni, Dungeon Master, Venger, and Tiamat (okay, just kidding about the gang, but definitely Tiamat).
Boxed sets with rule booklets, dice, tiles, counters (or minis), and character sheets.
 

I'd start from 2E and only make the obvious fixes, such as ascending values and streamlined saving throws. What most people see as bugs (like the different XP tables and nobody ever getting an ability score above 25) I see as features of the game.

Cheers,
 

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