Hardhead
Explorer
I just thought I'd try to get a useful 3.5 thread going. Don't list obvious stuff (which includes, but is not limited to, fixes to Polymorph Other, Shield, Haste, the Ranger, ect!) Also, please don't respond with something like "I'd like to see it not come out." We don't need another one of those threads. 
Here's a few things on my list:

Here's a few things on my list:
- Good and bad saves should follow the d20 Modern save progressions (I've had a lot of trouble with chacters taking multiple classes and getting through-the-roof saves).
- Magic item creation subtly changed. Currently, you reqire three times the level of a magical plus to put it on a weapon or armor (level three for a +1 sword, six for a +2, nine for a +3, ect). I'd extend that to all plusses, including Cloaks of Resistance, Amulets of Natural Armor, ect. In the case of ability bonus items, the "bonus" would be halved. So Gloves of Dexterity +2 are "plus one" items for this purpose. My party's spellcaster that makes all of the party gear has abused the lack of a level limit on non-armor/weapon plusses to no end.
- Possibly divide "Wonders Items" creation feats into small feat sub-categories. I think Wonderous Items is clearly the best Item Creation as it stands.
- Combine Wand and Stave creation into one feat, so it's useful at both lower and higher levels.
- Tumble checks should be opposed by reflex saves (as the optional rule in Song and Silence). Bluff (when used in combat to make the opponent flat-footed) should be opposed by Will saves. Casting Defensively should be opposed by something, possible an Attack Roll.
- Sorcerers should get Eschew Materials for free (which is pretty much just a flavor thing), a few CHA-based skills, and four skill points per level. Without the high INT of wizards, they hardly have any skill points as it is. Not even enough to max Concentration, Spellcraft, and Knowledge (Arcana) with a 10 INT.
- If you take a 5' step away from someone and do something that invokes an attack of opportunity (such as fire an arrow or cast a spell), you should still invoke, just as if you'd moved farther than five feet and done the same thing. This solves both the "Dancing Crossbowman" problem, and makes casting spellin in melee actually dangerous (when combined with an opposed Concentration check).
- You should only ever get one extra partial action per turn. If you have a Monk's Belt, Haste, and Battletide (from Defenders of the Faith), you still should only get one extra partial action.
- Druids should gain the physical (but not mental) buff spells (Bull's Strength, Cat's Grace, and Endurance). Druids should also be able to use bows.
- Just for flavor, I'd like to see Endurance get an animal name. Maybe Ox's Endurance.
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