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What NON-OBVIOUS stuff would you like to see in Revised?
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<blockquote data-quote="fuindordm" data-source="post: 612257" data-attributes="member: 5435"><p>Very good question, and it's generated a good discussion. But let's be realistic. We already know that the changes have to be minor and backwards compatible--this means adding, not subtracting. </p><p></p><p>Here's my wish list, although I think that only a couple of these fall into the 'unobvious' category.</p><p></p><p>1) Make the classes more customizable. Most classes, especially the ones that are very generic in flavor, should have some options for the players to choose from to tweak it a bit. </p><p>1a) An option for a scholar-cleric rather than a war cleric (light armor only, more skill points?)</p><p>1b) Archer-rangers and urban rangers</p><p>1c) Paladins without mounts</p><p>1d) Monk abilities --> bonus feats and a menu of high-level powers to select from.</p><p></p><p>2) Very Minor Tweaks:</p><p>2a) Ranger favored enemy damage bonus works for all categories</p><p>2b) Monk BAB stacks, but number of unarmed iterative attacks limited by monk level</p><p>2c) Druids allowed all hunting weapons (spears, bows, etc.)</p><p></p><p>3) Rule Changes:</p><p>3a) We could use a better grappling system--anything that takes several successful contested rolls is too hard to pull off to be worth trying. Maybe simply allow Improved Grapple as a PC feat?</p><p>3b) Bluff (feint) should be opposed by the player's BAB or Sense Motive, whichever is higher.</p><p>3c) Tweak a few problem spells</p><p></p><p>4) Expansions?</p><p>4a) Add some pole arm feats (Hold at Bay, Choke Up, Mighty Blow)</p><p>4b) Add a Noble class (heroic Aristo), a social-skilly leader with some good fighting skill makes a really good unfilled niche.</p><p>4c) Expand the utility of counterspells</p><p></p><p>If I had my druthers, I would sacrifice the principle of simplicity above all and do the following:</p><p></p><p>5) STR bonus to hit is only half the bonus to damage, STR can then be put on an equal footing with other stats. It also helps avoid the wierdness that all really big monsters have an easy time hitting the PCs. This would moderate all the attack rolls somewhat, and also bring them closer to the typical AC levels.</p><p></p><p>6) Make medium and heavy armor more worthwhile by adding small amounts of DR, resistance to critical hits, or some such thing. As it is, the only characters that I see in heavy armor are the ones who have decided to make Dex a dump stat--and there's not much difference between the AC of the tank and the rogue. I also like the sound of Monte Cook's ideas for Arcana Unearthed, that there should be a way to specialize in and get extra benefits from heavy armor.</p><p></p><p>--Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 612257, member: 5435"] Very good question, and it's generated a good discussion. But let's be realistic. We already know that the changes have to be minor and backwards compatible--this means adding, not subtracting. Here's my wish list, although I think that only a couple of these fall into the 'unobvious' category. 1) Make the classes more customizable. Most classes, especially the ones that are very generic in flavor, should have some options for the players to choose from to tweak it a bit. 1a) An option for a scholar-cleric rather than a war cleric (light armor only, more skill points?) 1b) Archer-rangers and urban rangers 1c) Paladins without mounts 1d) Monk abilities --> bonus feats and a menu of high-level powers to select from. 2) Very Minor Tweaks: 2a) Ranger favored enemy damage bonus works for all categories 2b) Monk BAB stacks, but number of unarmed iterative attacks limited by monk level 2c) Druids allowed all hunting weapons (spears, bows, etc.) 3) Rule Changes: 3a) We could use a better grappling system--anything that takes several successful contested rolls is too hard to pull off to be worth trying. Maybe simply allow Improved Grapple as a PC feat? 3b) Bluff (feint) should be opposed by the player's BAB or Sense Motive, whichever is higher. 3c) Tweak a few problem spells 4) Expansions? 4a) Add some pole arm feats (Hold at Bay, Choke Up, Mighty Blow) 4b) Add a Noble class (heroic Aristo), a social-skilly leader with some good fighting skill makes a really good unfilled niche. 4c) Expand the utility of counterspells If I had my druthers, I would sacrifice the principle of simplicity above all and do the following: 5) STR bonus to hit is only half the bonus to damage, STR can then be put on an equal footing with other stats. It also helps avoid the wierdness that all really big monsters have an easy time hitting the PCs. This would moderate all the attack rolls somewhat, and also bring them closer to the typical AC levels. 6) Make medium and heavy armor more worthwhile by adding small amounts of DR, resistance to critical hits, or some such thing. As it is, the only characters that I see in heavy armor are the ones who have decided to make Dex a dump stat--and there's not much difference between the AC of the tank and the rogue. I also like the sound of Monte Cook's ideas for Arcana Unearthed, that there should be a way to specialize in and get extra benefits from heavy armor. --Ben [/QUOTE]
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