Sejs
First Post
(1) Gods That Care: Gods are manifestations of cosmic forces and as such are far too busy existing somewhere far away to care about what you do. The gods arn't some shadowy parental figure looming over your shoulder, waiting for you to mess up so they can send you to your room without supper. While a god's faith and following esposes a particular alignment and such, it's not a requirement. Ties in with...
(2) The Arcane/Divine Magic Divide: Gone. Magic is magic - and is an integral part of reality, just like gravity and light - and how you cast it doesn't change where it comes from. Much in the same way that you play a piano differently from how you play a violin, but they both produce music. "Divine" magic doesn't come from the gods, it comes from the caster just like arcane magic does, they just approach the same matter from different angles. As an aside, the cleric class in the PHB is replaced with the Cloistered Cleric UA varient, and ASF applies to everyone (unless the class says otherwise, like bards, paladins, rangers, assassins, etc). There are feats and a PrC that focuses on casting while armored, and anyone can effectivly "take 10" on casting a spell to bypass ASF - you take your time and make sure you do it correctly, but it's not useful if you need that blasting spell right here, right now.
(3) ...Oh, And Now There's Psionics!/Why Didn't We Notice That Before?: Magic has a functional Unified Field Theory, and how you cast it doesn't change where it comes from. To that end, in a game where there is magic, there is no psionics, and in a game where there is psionics, there is no magic.
(4) I Holy Smite The Mob Boss: Alignment-based magics only work on supernatural manifestations of that alignment, eg creatures with an alignment subtype, hallowed/unhallowed areas, and so on . A Paladin can't tell if the guy with the crazy eyes at the bar is a serial killer, but he can easily tell if he's possessed by a demon. Clerics/Paladins/Blackguards, etc do not have an alignment aura, except classes and PrCs that turn you into an outsider. Once you're an outsider, you gain the appropriate alignment subtype - so while you can't Chaos Hammer the captain of the guard, you can do it that 20th level Monk.
(5) Turning/Rebuking Undead: Gone... sorta. Turning and rebuking undead doesn't... well... turn or rebuke undead. The class ability is still there, but its primary function is to fuel divine feats, and those various misc. applications such as undoing a mystic seal or passing a particular ward, as are mentioned in the book. Zombie hordes just got interesting again.
(6) The Universal Translator: Already mentioned above pretty well. Regional languages, rather than unified ones. Two human kingdoms half a world appart from one another don't speak the same language. Kingdom A speaks Language A, and Kingdom A's neighbors probably speak Language A, too. Keep going and you'll run into Language B, so on and so forth until you're half a world away, and the locals are speaking Language N.
(7) Grrr, Roy Smash Puny Kobolds: Lets face it, before they started training to go adventuring, while they were growing up, everyone was basically the same thing - a commoner. Unless you were a noble, in which case you were a commoner with more money, nice shoes, and maybe some piano lessons. To that end, there are a pool of skills that are Class Skills to everyone, regardless of what they end up doing in life. Things like Profession, Craft, Handle Animal or Ride (pick one), and Swim. Doesn't mean you have to take them, just means you have the option to do so and not pay double-cost.
Heh, I've got more, but I can't think of them at the moment. ^_^
(2) The Arcane/Divine Magic Divide: Gone. Magic is magic - and is an integral part of reality, just like gravity and light - and how you cast it doesn't change where it comes from. Much in the same way that you play a piano differently from how you play a violin, but they both produce music. "Divine" magic doesn't come from the gods, it comes from the caster just like arcane magic does, they just approach the same matter from different angles. As an aside, the cleric class in the PHB is replaced with the Cloistered Cleric UA varient, and ASF applies to everyone (unless the class says otherwise, like bards, paladins, rangers, assassins, etc). There are feats and a PrC that focuses on casting while armored, and anyone can effectivly "take 10" on casting a spell to bypass ASF - you take your time and make sure you do it correctly, but it's not useful if you need that blasting spell right here, right now.
(3) ...Oh, And Now There's Psionics!/Why Didn't We Notice That Before?: Magic has a functional Unified Field Theory, and how you cast it doesn't change where it comes from. To that end, in a game where there is magic, there is no psionics, and in a game where there is psionics, there is no magic.
(4) I Holy Smite The Mob Boss: Alignment-based magics only work on supernatural manifestations of that alignment, eg creatures with an alignment subtype, hallowed/unhallowed areas, and so on . A Paladin can't tell if the guy with the crazy eyes at the bar is a serial killer, but he can easily tell if he's possessed by a demon. Clerics/Paladins/Blackguards, etc do not have an alignment aura, except classes and PrCs that turn you into an outsider. Once you're an outsider, you gain the appropriate alignment subtype - so while you can't Chaos Hammer the captain of the guard, you can do it that 20th level Monk.
(5) Turning/Rebuking Undead: Gone... sorta. Turning and rebuking undead doesn't... well... turn or rebuke undead. The class ability is still there, but its primary function is to fuel divine feats, and those various misc. applications such as undoing a mystic seal or passing a particular ward, as are mentioned in the book. Zombie hordes just got interesting again.
(6) The Universal Translator: Already mentioned above pretty well. Regional languages, rather than unified ones. Two human kingdoms half a world appart from one another don't speak the same language. Kingdom A speaks Language A, and Kingdom A's neighbors probably speak Language A, too. Keep going and you'll run into Language B, so on and so forth until you're half a world away, and the locals are speaking Language N.
(7) Grrr, Roy Smash Puny Kobolds: Lets face it, before they started training to go adventuring, while they were growing up, everyone was basically the same thing - a commoner. Unless you were a noble, in which case you were a commoner with more money, nice shoes, and maybe some piano lessons. To that end, there are a pool of skills that are Class Skills to everyone, regardless of what they end up doing in life. Things like Profession, Craft, Handle Animal or Ride (pick one), and Swim. Doesn't mean you have to take them, just means you have the option to do so and not pay double-cost.
Heh, I've got more, but I can't think of them at the moment. ^_^