Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
What would you change?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Greg K" data-source="post: 7315944" data-attributes="member: 5038"><p>I would change the following (edit: my apologies to anyone that read this earlier. I kept getting interrupted and accidentally saved this while thinking I was saving another post that I was editing. I will, probably, need to go through at a later date and edit this again).</p><p></p><p>1. I would have given all classes their subclass at first level. Holding off until second or third level results in some weird results. Having subclasses at first level would make variants easier (even eliminating the need for many) and result in abilities and training that is more reflective a given concept would have from the beginning.</p><p></p><p>2. Barbarian: I don't like the con bonus to AC (much like I didn't like the 1e Barbarian adding Dex twice). I would have made it a flat bonus than using a second stat modifier</p><p></p><p>3. The Cleric: </p><ul style="margin-left: 20px"> <li data-xf-list-type="ul">Remove Armor and Weapon proficiencies from the domains. I would have had these as another choice point at first level similar to the Warlock's Chain, Blade, Tome. This would help give more variation in tailoring clerics since many domains are more <br /> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">Cloistered: The robed priest archetype </li> <li data-xf-list-type="ul">Itinerant (Light Armor): The more worldly minister</li> <li data-xf-list-type="ul">Templar: The armored warrior priest.</li> <li data-xf-list-type="ul">Mendicant: The begging priest including friars and several asian priest types. With both Friar Tuck and Asian inspired priests being associated in fantasy with unarmed combat and staff fighting, perhaps make this the martial arts cleric. Another option might be making a new class and this a subclass (see monk below for why) or a monk archetype (again, see monk below for why I would prefer it as its own class instead of a monk subclass)</li> </ul> </li> <li data-xf-list-type="ul">Channel Divinity: Turn/Destroy undead is a class feature for all clerics even if inappropriate for a deity's domain. I would limit Turn/Destroy Undead a class feature for those domains dealing with life, death, grave (Xanthar's)</li> <li data-xf-list-type="ul">Tie spell choices even more to deity domains as was done with 2e spheres. </li> </ul><p></p><p>4.. Monk: I would have preferred this as either two or three classes</p><ul> <li data-xf-list-type="ul"> The Martial Artist. This would have been based upon customizable styles to duplicate most of the Kung Fu theater guys and fantastic versions of real world fighting styles. I would have looked to 2e Oriental Martial Arts styles with a Base of Hard, Soft, and Hard/Soft that determines base damage. Maneuvers would have been handled similar to Battlemaster maneuvers. Some options for style would be <br /> Vital Striking (weak points): These tend to be your open hand strikes, finger strikes, throat strikes with webbing between the thumb and forefinger, as well as kidney and groin strikes.<br /> Power Strikes: Haymakers and other slower handstrikes in which the attacker winds back, Wheel Kick/Spinning Back Heel Kicks<br /> Pressure Points (e.g., Kyosho in japanese styles) dealing with nerve clusters and Pain/Pressure Points and in many styles based on knowledge of healing. Includes Dim Mak in some Chinese styles (in others Dim Mak is an application of chi to one of thee areas.<br /> Locks/Holds: immobilizing one limb or an attacker. Also includes joint disabling locks, and certain disarm techniques<br /> Sweeps/Throws: save vs being knocked down<br /> Ground fighting<br /> Defensive Bonus options would be Body reading, Iron Body Training, Missile Deflection. <br /> Ki would be saved for thing such as the following: channeling ki to boost strength, making the body heavier/ lighter (the latter to reduce falling damage and increasing jumping distance) , making the body hard like iron (Damage Reduction or an AC bonus), momentarily increasing reflexes for initiative or Dodging, healing others, ghost touch (striking incorporeal targets), hitting creatures only struck by magic, Invisibiity techniques, Hypnosis techniques. </li> <li data-xf-list-type="ul"> The Mystic. This would be the martial arts/spellcasting priest hybrid. a 1/2 or 1/3 caster. Subclasses would include the 3e OA Shaman( a shamanic/martial artist), a Friar (more European priestly caster), the asian spellcasting martial arts priest of many movies, The sorcerer martial artist, a mentalist martial artist</li> <li data-xf-list-type="ul">The monk could be a subclass of either with subclass abilities based upon enlightenment and becoming one with the universe.<br /> </li> </ul><p></p><p>6. Rogue: I am not a fan the light armored swordsman/swashbuckler (SCAG) and non-spellcasting ranger (Xanthar's) being subclasses simply because the rogue is the "light armor" class. I would have made two separate classes or created class variants similar to Khaalis's light armor fighter variant which was meant to address the former of the two archetypes or 3e UA class variants. Perhaps, the variant class abilities the designers were talking about will address my issues</p><p></p><p>7. The Mystic: I am not a fan of the direction that they are taking in the playtests.</p><p></p><p>8. I would have made the Eldritch Knight, Arcane Trickster. A more general warrior mage class could have included subclasses for Bladesingers, Eldritch Knights, Duskblades, and Spellswords, </p><p></p><p>9. I would have included both the Shaman and Witch as classes. These are two fantasy archetypes. </p><p>For the Shaman, I would be looking at both Witches (Mayfair Game) by Nigel Findley (TSR acquired the title so I am assuming WOTC still owns it) and Green Ronin's Shaman's Handbook. I have seen third party class variants for the barbarian and druid as well as third party classes. To date none of them have hit the mark for the way the two above books did.</p><p></p><p>For the Witch, I would, again, look at Witches (Mayfair games) and Green Ronin's Witch's Handbook. I would also look at comments of Tom Moldvay (the designer of B/X Basic Dungeons and Dragons) in Dragon Magazine 43 about what the witch should be.</p><p></p><p>10. Skills: No skill point variant in the DMG. I am fine with skill points not being default, but a variant in the DMG would have been nice.</p><p></p><p>11. Feats: A few of the feats need to be reworked. I think they have been addressed on these boards and elsewhere</p><p></p><p>12. Leveling: I would have slowed down default leveling speed and, possibly, extended the game to level 30 (see magic below)</p><p></p><p>13. Magic: I like a lot of what was done with magic to reign in casters. the one thing that I would have done is changed spell acquisition so that sixth level spells were gained around 18th level . Some of Gygax's players stated elsewhere that it was never intended for players to gain 7th level and higher spells. They were put in the game for completion and NPCs. I might have extended the game to 30 levels and added 7th-9th level for play in levels 20-30.</p></blockquote><p></p>
[QUOTE="Greg K, post: 7315944, member: 5038"] I would change the following (edit: my apologies to anyone that read this earlier. I kept getting interrupted and accidentally saved this while thinking I was saving another post that I was editing. I will, probably, need to go through at a later date and edit this again). 1. I would have given all classes their subclass at first level. Holding off until second or third level results in some weird results. Having subclasses at first level would make variants easier (even eliminating the need for many) and result in abilities and training that is more reflective a given concept would have from the beginning. 2. Barbarian: I don't like the con bonus to AC (much like I didn't like the 1e Barbarian adding Dex twice). I would have made it a flat bonus than using a second stat modifier 3. The Cleric: [INDENT][LIST] [*]Remove Armor and Weapon proficiencies from the domains. I would have had these as another choice point at first level similar to the Warlock's Chain, Blade, Tome. This would help give more variation in tailoring clerics since many domains are more [INDENT][LIST] [*]Cloistered: The robed priest archetype [*]Itinerant (Light Armor): The more worldly minister [*]Templar: The armored warrior priest. [*]Mendicant: The begging priest including friars and several asian priest types. With both Friar Tuck and Asian inspired priests being associated in fantasy with unarmed combat and staff fighting, perhaps make this the martial arts cleric. Another option might be making a new class and this a subclass (see monk below for why) or a monk archetype (again, see monk below for why I would prefer it as its own class instead of a monk subclass) [/LIST][/INDENT] [*]Channel Divinity: Turn/Destroy undead is a class feature for all clerics even if inappropriate for a deity's domain. I would limit Turn/Destroy Undead a class feature for those domains dealing with life, death, grave (Xanthar's) [*]Tie spell choices even more to deity domains as was done with 2e spheres. [/LIST] [/INDENT] 4.. Monk: I would have preferred this as either two or three classes [LIST] [*] The Martial Artist. This would have been based upon customizable styles to duplicate most of the Kung Fu theater guys and fantastic versions of real world fighting styles. I would have looked to 2e Oriental Martial Arts styles with a Base of Hard, Soft, and Hard/Soft that determines base damage. Maneuvers would have been handled similar to Battlemaster maneuvers. Some options for style would be Vital Striking (weak points): These tend to be your open hand strikes, finger strikes, throat strikes with webbing between the thumb and forefinger, as well as kidney and groin strikes. Power Strikes: Haymakers and other slower handstrikes in which the attacker winds back, Wheel Kick/Spinning Back Heel Kicks Pressure Points (e.g., Kyosho in japanese styles) dealing with nerve clusters and Pain/Pressure Points and in many styles based on knowledge of healing. Includes Dim Mak in some Chinese styles (in others Dim Mak is an application of chi to one of thee areas. Locks/Holds: immobilizing one limb or an attacker. Also includes joint disabling locks, and certain disarm techniques Sweeps/Throws: save vs being knocked down Ground fighting Defensive Bonus options would be Body reading, Iron Body Training, Missile Deflection. Ki would be saved for thing such as the following: channeling ki to boost strength, making the body heavier/ lighter (the latter to reduce falling damage and increasing jumping distance) , making the body hard like iron (Damage Reduction or an AC bonus), momentarily increasing reflexes for initiative or Dodging, healing others, ghost touch (striking incorporeal targets), hitting creatures only struck by magic, Invisibiity techniques, Hypnosis techniques. [*] The Mystic. This would be the martial arts/spellcasting priest hybrid. a 1/2 or 1/3 caster. Subclasses would include the 3e OA Shaman( a shamanic/martial artist), a Friar (more European priestly caster), the asian spellcasting martial arts priest of many movies, The sorcerer martial artist, a mentalist martial artist [*]The monk could be a subclass of either with subclass abilities based upon enlightenment and becoming one with the universe. [/LIST] 6. Rogue: I am not a fan the light armored swordsman/swashbuckler (SCAG) and non-spellcasting ranger (Xanthar's) being subclasses simply because the rogue is the "light armor" class. I would have made two separate classes or created class variants similar to Khaalis's light armor fighter variant which was meant to address the former of the two archetypes or 3e UA class variants. Perhaps, the variant class abilities the designers were talking about will address my issues 7. The Mystic: I am not a fan of the direction that they are taking in the playtests. 8. I would have made the Eldritch Knight, Arcane Trickster. A more general warrior mage class could have included subclasses for Bladesingers, Eldritch Knights, Duskblades, and Spellswords, 9. I would have included both the Shaman and Witch as classes. These are two fantasy archetypes. For the Shaman, I would be looking at both Witches (Mayfair Game) by Nigel Findley (TSR acquired the title so I am assuming WOTC still owns it) and Green Ronin's Shaman's Handbook. I have seen third party class variants for the barbarian and druid as well as third party classes. To date none of them have hit the mark for the way the two above books did. For the Witch, I would, again, look at Witches (Mayfair games) and Green Ronin's Witch's Handbook. I would also look at comments of Tom Moldvay (the designer of B/X Basic Dungeons and Dragons) in Dragon Magazine 43 about what the witch should be. 10. Skills: No skill point variant in the DMG. I am fine with skill points not being default, but a variant in the DMG would have been nice. 11. Feats: A few of the feats need to be reworked. I think they have been addressed on these boards and elsewhere 12. Leveling: I would have slowed down default leveling speed and, possibly, extended the game to level 30 (see magic below) 13. Magic: I like a lot of what was done with magic to reign in casters. the one thing that I would have done is changed spell acquisition so that sixth level spells were gained around 18th level . Some of Gygax's players stated elsewhere that it was never intended for players to gain 7th level and higher spells. They were put in the game for completion and NPCs. I might have extended the game to 30 levels and added 7th-9th level for play in levels 20-30. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
What would you change?
Top