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What would be your WILD ideas for D&D?
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<blockquote data-quote="Alcamtar" data-source="post: 5187562" data-attributes="member: 3842"><p>Divide the line again into Classic and Advanced.</p><p></p><p><u>Classic</u>: draws mainly from OD&D/RC. Four classes, four races, single axis alignment, vancian magic. Preserves the original style of D&D with all the sacred cows intact. Designed for a rules-light "OSR" style of game. Designed for broad compatibility with OD&D/RC in both rules and game balance. However a few things might be changed, like reverse AC. Published like the RC, all in one volume, preferably no more than 128 pages.</p><p></p><p><u>Advanced</u>: combines aspects of 3E and 4E, including skills, feats, and so forth. Compatibility is not a goal, but still familiari: d20-based using DCs.</p><p></p><p>Offhand, not sure how I'd do Advanced, but here are some general thoughts:</p><p></p><p>Two classes, fighter and spellcaster - with <em>no overlap</em>. The only way to increase combat ability is to take fighter levels, the only way to increase magic is to take spellcaster levels. Use skills, feats, powers, templates, prestige classes to customize further. All core mechanics use a point-based toolkit built on a solid mathematical base, but are presented so the toolkit is invisible in ordinary play or game prep. (It could be published as a separate Designers Guide for the benefit of gearheads and third party publishers who care about that sort of thing.)</p><p></p><p>No more hit dice or rolling stats, all randomness is eliminated from character creation and advancement, replaced with some sort of point buy.</p><p></p><p>Spell levels match character levels: a 7th level spellcaster has access to 7th level spells, is matched against 7th level monsters, which are found on the 7th level of the dungeon. This would require re-balancing the spell lists, so that a 9th level spell is now a 17th to 20th level spell. The whole game is balanced to max out at 20th level.</p><p></p><p>Magic is point-based, and spells also have a loose toolkit not unlike HERO or maybe M&M. But again the toolkit is hidden so that it does not affect play or prep. Overall the magic system resembles GURPS with unlimited mana, but cranked up to 11 to support D&D style super-spells. Epic spells and enchantments are mana-based rituals, like GURPS.</p><p></p><p>Core 'Advanced' races would be Human, Elf, Dwarf, Gnomeling (combine gnomes and halflings). Core prestige classes would be Fighter, Wizard, Cleric, Thief. Add on books would provide additional options, or you could use the toolkit to roll your own.</p></blockquote><p></p>
[QUOTE="Alcamtar, post: 5187562, member: 3842"] Divide the line again into Classic and Advanced. [U]Classic[/U]: draws mainly from OD&D/RC. Four classes, four races, single axis alignment, vancian magic. Preserves the original style of D&D with all the sacred cows intact. Designed for a rules-light "OSR" style of game. Designed for broad compatibility with OD&D/RC in both rules and game balance. However a few things might be changed, like reverse AC. Published like the RC, all in one volume, preferably no more than 128 pages. [U]Advanced[/U]: combines aspects of 3E and 4E, including skills, feats, and so forth. Compatibility is not a goal, but still familiari: d20-based using DCs. Offhand, not sure how I'd do Advanced, but here are some general thoughts: Two classes, fighter and spellcaster - with [I]no overlap[/I]. The only way to increase combat ability is to take fighter levels, the only way to increase magic is to take spellcaster levels. Use skills, feats, powers, templates, prestige classes to customize further. All core mechanics use a point-based toolkit built on a solid mathematical base, but are presented so the toolkit is invisible in ordinary play or game prep. (It could be published as a separate Designers Guide for the benefit of gearheads and third party publishers who care about that sort of thing.) No more hit dice or rolling stats, all randomness is eliminated from character creation and advancement, replaced with some sort of point buy. Spell levels match character levels: a 7th level spellcaster has access to 7th level spells, is matched against 7th level monsters, which are found on the 7th level of the dungeon. This would require re-balancing the spell lists, so that a 9th level spell is now a 17th to 20th level spell. The whole game is balanced to max out at 20th level. Magic is point-based, and spells also have a loose toolkit not unlike HERO or maybe M&M. But again the toolkit is hidden so that it does not affect play or prep. Overall the magic system resembles GURPS with unlimited mana, but cranked up to 11 to support D&D style super-spells. Epic spells and enchantments are mana-based rituals, like GURPS. Core 'Advanced' races would be Human, Elf, Dwarf, Gnomeling (combine gnomes and halflings). Core prestige classes would be Fighter, Wizard, Cleric, Thief. Add on books would provide additional options, or you could use the toolkit to roll your own. [/QUOTE]
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