What NON-OBVIOUS stuff would you like to see in Revised?

Things I would like to see.

*Fighting techniques. Perhaps could be implemented a special feat trees. But basically flashing and interesting powers for fighters and to a lesser degree for other classes to reduce dependency on magic items. Lets make our heroes self-reliant.

*Change sorcerers, there are a number of things that could be done, but they are a little nonsensical now flavor-wise. Personally I would drop their need for material components. Impose a penalty on the spellcraft check of anyone trying to figure out what they're casting because of their unique individual casting styles (which they are now lacking). I wouldn't add any skill points, they are more or less superpowered commoners (at least that is how I see them). But I would change their skill list to include more things that involve intuition, such as sense motive and other social skills that involve gauging others, and animal empathy, direction sense, that sort of thing. Another suggestion would be giving them domains (to make the stronger thematically), maybe they could be called heritages. I would also be very happy to see them either have a way to access all the spell list, or better yet their own spell list (which would include many druidy type spells and some healing because those things seem closer to raw natural magic as opposed to something like Leomund's Secure Shelter). If not willing to make a new spelllist, at least a divine equivalent of the sorcerer would do.

*Give the monk alternatives as they level up. Personally I would like to see something like the loremasters secrets, where the monk has a list of things to choose from and more of the become available as they level. That way they could built their own style. Not every fighter is the same, why should every monk be.

*Balance the schools of magic for wizard specialization. I'd like to see the schools shuffled around and bolstered or trimmed whatever have you to make specialization choose a specialty drop two schools. Another thing that would help this is allowing spells to be in more than one school, this is something they dropped from second ed. and I think it was a mistake.

*The inclusion of psionics i the core rules so that it can be supported in other products.

*more alternate or optional rules, like a good spell point system, suggestions for combat without mini's.

*a feat like leadership, but that allows any class to create their own personal magic item through investment of self, say a portion of their xp goes to creating an item that grows with them. Lessens reliance on spellcasters or finding items.

*reduce the number of spells per day the cleric can cast, but give them a suped up version of lay on hands and turning against a wider variety of creatures, such as outsiders. (I'm not sure about this one, but I'm not happy with the cleric class as it is. Their powers aren't particularly awe inspiring or godly to me. If you see a miracle all the time it isn't a miracle.)

*definately some revisions to the druids spell list. Maybe have them develope salient powers (sort of like the sorcerers spellcasting, but fewer a day) and then set down some of the other spells into ritual format (like animal friendship, reincarnate). Mostly spontaneous casting, but with like 1 slot per level for preping and ritual casting spells. This would give them a more unique flavor.

*Show equal support for all the elemental damage types.

*allow the ranger to choose from a small selection of feats rather than choosing ambi and two weapon for him.

*Fix half-orcs.

*give paladins an option to mounts, such as the magical item/leadership feat suggested above.

*I'll second the kobold idea, I like the little fellows.

[ edit : forgot some things.

*Soup up spellcaster defense against other spellcasters, give them more ways to muck with eacher other than ready action blaster magic. As it stands first caster to get off a big spell wins, if there were more ways of stopping or twisting that then spell duels would be more strategic than seeing who can bring the biggest guns to bare the fastest.

*Reduce scribing cost (and get rid of or fix that silly Boccob's blessed book, specific magic items shouldn't be must haves).

*Alternate familiars (like a spellbook, or a crystal ball).

*secondary magical traditions that break the schools down differently to give more variety to specialist (like elemental schools, or shadow based stuff or any other wide variety of entertaining ideas). ]

[ edit II:

*Allow all the characters to pick one or two non-exclusive skills at character creation to be considered class skills in addition to whatever may be on their class skill list.]

[ edit III:

*The ability to create undead creatures (and possibly other creature types, like some aberrations) with item creation feats as per the construction of golems.

*something to make bards more distinct from sorcerer/wizards, not sure what at this point, but their spellcasting strikes me as too similar. They should either be jacks of all trades, and cast as wizards having learned how to do so through their travels, or be something completely different, right now they are just different enough to irritate me.]

[ edit IV:

*In regards to spell descriptors create a catagory of them called energy descriptors, have it include positive, negative, sonic, acid, cold, fire, and electricity. Create a sub-catagory called elemental descriptors, it would include only acid, cold, fire, and electricity.
. -Change Resist Elements, Endure Elements, Protection from elements to Resist energy et c., have them be able to block also negative and positive energy (if your feeling real uppity have energy drain, or undead ability drain equal to a certain amount of damage, like say 10 or 15 (those would be my recommendations, then resist could stop ability drain, and protection energy drain for a while). If you were to include something like like Energy Immunity from T&B make it Elemental immunity and only able to stop the elemental subgroup.
. -Replace spells that do a specific type elemental damage with a spell type. For instance replace Fireball or Lightning bolt, with Elemental Ball, or Elemental Bolt. Upon gaining the spell the caster chooses one element type from the elemental subgroup and forever after that is the energy type the spell produces. ex. a sorcere gains sixth level and chooses Elemental Ball, he picks the cold descriptor and now the spell does cold damage. He could later pick Elemental ball again and choose a different descriptor as a different spell. Sonic is not available as it is not an Elemental descriptor.
. -If Energy Substitution is included, change it to Elemental Substitution. Make a seperate feat called Energy Substitution, it does the same thing as Elemental Substitution but also includes the negative, positive, and sonic descriptors in addition to the elemental descriptors however it takes up a slot one level higher than the spell to use.]

Well there we go, since this is a wish list I went all out. I figure the only way I'll see most of this stuff though would be to do it myself.

I'm curious if there is anyone out there that actually has a hand in these revisions that is bothering to read threads like this?
 
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Re 5-ft. step.

Hrm, that is odd. I would like to see that come in line with moving. I got confused with the fact that you're not allowed to do a double move and a 5-ft. step and so concluded that the same was applicable for every other situation. In other words, the 5-ft. step constituted a move action, if your subsquent action was not a full-round action.
 

Will Saves vs Bluff to Feints: This is not really a good idea - it doesn`t give Fighters much - their pathetic will save won`t make anything better, but suddenly clerics are able to see most feints... Make it an attack roll, based on Wisdom instead of Strength/Dexterity( or no ability at all.), or a Sense Motive Check, whatever is better. (But only roll for one).
The best way to identify combat experience is the Base Attack Bonus, and it is certainly the combat experience that allows you to "detect" a feint.

Oh, and for the dancing crossbow archer: I think the 5 ft step was intented to do this. And be aware, if you get the Archer in a position where he is flanked, he won`t escape with a single 5 foot step. It gets even worse if some of his opponents has reach. (Throw some Giants at him.) And it is easy to position around an archer, since he usually doesn`t threaten you (in a rule-wise meaning)

Mustrum Ridcully
 

This & that

Psonics-They started off so gross, they are now guilty until proven innocent of game imbalance, and the very need to prove their innocence throws them out of the core. {& the pleas for their inclusion are close to being evidence they are still too powerful to be acceptable.}

Sorcerer - is a powerful class. No need to give it more goodies, at least not without doing the same for wizard. After all, your wizard/wiseman is supposed to be the one with all the knowledge, etc. Why should the sorcerer have greater skills?

Orcs, kobolds, etc - does not belong in core rules. Additional rules, great. MM should show how to make most races PC races. But 6 base PC races are quite enough. We have human, of course, elf, dwarf, and gnome from well known myth, the hobbi..er halfling from LOTR, and the half-orc for the misunderstood guy. What common cliche needs to be added?

More alternate rules? The very fact they are alternate rules shows they do not go in core.

5' step-no Aoo, 30' move-Aoo is an inconsistency that needs to be corrected.

A minor point. Most fighter types are cross class to "profession-soldier".

Urban ranger? Leave it to the expansion books. We need to concentrate on making ranger a class anybody wants to take additional levels in. The barbarian is also a class that needs less at low level and more at high.
 

A formal letter of apology for E-tools (and/or a $20 bill stapled to the last page, if your going to dream..............)

better rules for grappling and bullrush.

make spot and listen class skills for every class. (they are adventurers, the ability to listen or look around should be pretty universal for them)

give monks a noticable difference to the way they fight, and maybe customizable special ability paths. Changing to the D20 modern method would work well.

add some level based feats for high level characters (above 10th level)
 

Re: This & that

David Argall said:
Psonics-They started off so gross, they are now guilty until proven innocent of game imbalance, and the very need to prove their innocence throws them out of the core. {& the pleas for their inclusion are close to being evidence they are still too powerful to be acceptable.}

They were gross in 1e because the designers tried to balance them by scarcity-- which didn't work, because if the DM wanted psionics in the campaign, he used it, and if he didn't, noone got it.

They were gross in 2e because there was no effort to fit psionics in with the rest of the system. Powers were available in whatever order the Psionicist wanted and a couple high stats gave a huge boost to Psionic Strength Points.

The Psion and Psychic Warrior in 3e are balanced classes-- if anything, the Psion is a little weak. He has tremendous flexibility, but his powers don't scale for level like a Sorceror's and he's more limited in his selection of powers. The Psion is still dependent on several stats-- but instead of getting a huge benefit from high stats, the Psion needs better than average stats in most of his abilities just to do his job.

Adding them into the Core books allows them to be better integrated into existing campaigns. That's all.

Sorcerer - is a powerful class. No need to give it more goodies, at least not without doing the same for wizard. After all, your wizard/wiseman is supposed to be the one with all the knowledge, etc. Why should the sorcerer have greater skills?

The Sorceror is a decent class. It has noticeable inconsistencies, such as a natural spellcaster needing weird components to cast their spells-- and a Charisma-based classes with no Charisma-based skills is poorly designed at best.

I support giving the Sorceror two more skill points per level. I also think the Fighter should get two more skill points per level, and the Cleric and Paladin as well. Two skill points per level is ridiculous for any class. I also think the Bard, Ranger, and Druid should have six. For Wizards, I'm torn between four and six-- though I'm leaning towards six, to make up for the "goodies" I want to give the Sorceror.

Orcs, kobolds, etc - does not belong in core rules. Additional rules, great. MM should show how to make most races PC races. But 6 base PC races are quite enough. We have human, of course, elf, dwarf, and gnome from well known myth, the hobbi..er halfling from LOTR, and the half-orc for the misunderstood guy. What common cliche needs to be added?

Demihuman subraces are a long-standard part of D&D, and should be reflected in the Core rules. As for including the Orc, I include the Orc because there is a Half-Orc. It seems to me that if Half-Orcs are PCs, Orcs should be, as well. If Savage Species does a good job with Orcs in specific, I won't be too concerned about this.

The Planetouched are pretty close to core, as well. They're listed as a PC race in the Forgotten Realms (which isn't a convincing argument for many people, I know), but would also be common on any fairly high-magic world, like Greyhawk. They also make sense as subraces of Human-- in fact the only possible subraces of human that aren't entirely campaign-dependent and loaded with potential pitfalls.

As for looking at the D&D races as cliches, that sounds like a deliberate attempt to shoehorn each race into a specific role-- something which the new edition of D&D was supposed to be moving away from.

5' step-no Aoo, 30' move-Aoo is an inconsistency that needs to be corrected.

Agreed.

A minor point. Most fighter types are cross class to "profession-soldier".

This one is particularly annoying-- almost as bad as some of the other skills the warrior-types are missing, and their complete and utter lack of skills.

Urban ranger? Leave it to the expansion books. We need to concentrate on making ranger a class anybody wants to take additional levels in. The barbarian is also a class that needs less at low level and more at high.

I think the Urban Ranger should be Core-- however, I agree that the Ranger and Barbarian are badly front-loaded and then deadly boring after 10th level-- and I would include the Paladin on this list.

After second level Barbarian, first level Ranger, or third level Paladin (second if you're not interested in Divine feats), almost any character would be more powerful and more interesting to play if they switched to another class. All three classes actually make a very strong lead-in towards some kind of spellcaster, or switch to Fighter to take advantage of the bonus feats.

Giving these classes an infrequent Bonus Feat related to their class-specific roles might work-- not enough feats, or enough variety of feats, to threaten the Fighter, but enough feats within their specific expertise to enhance their role in the party.

The Ranger list could include Track, Improved Two-Weapon Fighting, Alertness, Endurance, Run, and similar feats. The Barbarian would get the Rage feats, Endurance, and the Power Attack chain, while the Paladin would get the Divine Feats, Extra Turning, Extra Smiting, and Leadership.

Something like one Bonus Feat every four levels could work, or at 10th level and every three levels after that (as Rogue).
 

1) Updated and complete explanation to several class abilities, such as Rebuke/Command Undead and Wildshape

2) Ready-to-use stats for animal companions, familiars, mounts and summoned creatures

3) Revised multiclass penalties, to get rid of players who like taking 1-level-of-this and 1-level-of-that to blatantly buff themselves up :rolleyes:

4) Rewrite of Bardic Music, with number of known effects based on level and not only Perform, and at least 3 times that amount of possibilities

5) Monk unarmed BAB stacking with non-Monk unarmed BAB

6) Change Wizard's scribing costs to generic "research" costs which don't need to be paid again if the spellbook is lost

7) Add the Good/Evil/Chaotic/Lawful descriptor to more spells

8) A quick reference table for skills with indication of untrained use/take 10/take 20/DM secret or player's roll/possibly a collective roll/basic tools needed...

9) Spell research benchmark added to DMG

10) Dragon's articles on how to write a PrCl and a monster
 
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Re: This & that

David Argall said:
Psonics-They started off so gross, they are now guilty until proven innocent of game imbalance, and the very need to prove their innocence throws them out of the core. {& the pleas for their inclusion are close to being evidence they are still too powerful to be acceptable.}

On the contrary, I think that the pleas for their inclusion are close to being evidence that they are still popular and warrant inclusion into the Core Ruelset. Korimyr already touched on this, but the original Psi systems were overpowered to the extreme and the designers overcompensated in 3e, making the Psion (not the Psywar, which is fine) too weak. He gets fewer powers than a Sorcerer gets spells known, those powers he does get don't scale, they can't make much use of higher level powers due to low PP's, and they have to have mid to high numbers in every stat to be somewhat efficient. Considering that the "standard" character build for 3e is a 25 point buy, Psions are going to get shafted every time. There are more reasons for the Psion being underpowered, but they have already been discussed to death over at the Rules Forum so I won't reiterate them here. These are merely the main points.


Sorcerer - is a powerful class. No need to give it more goodies, at least not without doing the same for wizard. After all, your wizard/wiseman is supposed to be the one with all the knowledge, etc. Why should the sorcerer have greater skills?

As it stands now, there is nothing unique or unusual about the Sorcerer to warrant it being a separate class. We might as well scrap it and use the Spells Know/Spells per Day spontaneous casting system as an option for Wizards to choose at first level. Yes, the Wizard is supposed to be the "wiseman" but that's reflected by the fact that he gets every Knowledge skill as a class skill. Sorcs need other skills (especially some Cha based ones) to differentiate them. A d6 for HD wouldn't hurt, either.


More alternate rules? The very fact they are alternate rules shows they do not go in core.

Third Edition D&D is all about Options, not Restrictions. Alternate rules are present to give DM's other ways to handle things if they don't care for the existing rules without having to jury-rig something.


Urban ranger? Leave it to the expansion books. We need to concentrate on making ranger a class anybody wants to take additional levels in. The barbarian is also a class that needs less at low level and more at high.

The Ranger does need to be rebalanced. As has been stated many, many, many, many times ad nauseum, ad infinitum there is little to no incentive to take more than one level of Ranger. Favored Enemy & spellcasting just aren't worth it. The Barbarian is a bit better, but there is still alot of "dead space" but I think he is just fine at low & high levels. The Barbarian needs more mid-level stuff to keep the class sexy. Sure, Greater Rage and DR are awesome but they don't start kicking in until higher levels. Its that 6-12th level slump that makes people seriously consider multiclassing out.
 
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I would like Leadership replaced by Reputation, using guidelines from Star Wars for acquiring cohorts and followers.

I would like Turning and Rebuking to be streamlined, perhaps by having a turning roll be opposed by a Will save, affecting all undead below the cleric's level.

I would like better rules for mithral, adamantine, and other special materials, perhaps adapting Heroes of High Favor crafting rules.

I would like a better glossary, with all terms supported and not contradicted by text. Shield bonus and enhancement bonus, for example.
 

Fourecks said:
You're wrong. I'm right. Neener, neener... really, I am... someone will come along and confirm it any minute now...

Well, actually you are both kind of right and both kind of wrong.

As the move equivalent action, you could load the cross bow, taking an AoO. Then as your partial action, you could move 5' and fire.

You could move 5', fire the loaded X-bow, then load for next round.

You could not Move 5' then load then fire. A 5' step followed by a 'movement' action is not free.


----

In the things i would change, would include giving Sor Cha skills and a few more skill points. If you feel this is overbalanced, take away Know (arc).

Skill checks should always be opposed by skill checks. Sense motive should be in class for everyone. What profession _doesnt_ sizeup the competition?

Bardic Knowledge? Can it. Make all Know (x) in class, give them 2 more skill points usuable only for Know skills. Make Wiz's Know list limited in turn. Limit to (Arcane) (Planes) (Nobility [wizards are often advisors]), and so forth.
 

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