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<blockquote data-quote="Greg K" data-source="post: 3732899" data-attributes="member: 5038"><p>What's not fun for me..</p><p></p><p>Races</p><p>-having non biological aspects in racial write-ups.: Racial skills, weapon familiarity and combat modifiers verse certain creatures should be seperate from race</p><p></p><p>-not having cultures as per Rolemaster/HARP: Having culture that grant skills, weapon famialrity and other bonuses seperate from racial biology it easier to customize races by campaign.</p><p></p><p>-immunities</p><p></p><p>Classes</p><p>-immunities (e.g., paladin's immunity to disease, a monk's immunity to disease (i.e. purity of body) and poison (i.e, diamond body): a deity of poison or disease should have a chance to affect them as should certain powerful monsters using those attack types. Better. imo, to give a really good save bonus, but leave room for failure.</p><p></p><p>Multiclassing: I dislike the current multiclass rules. </p><p>-Jumping between classes: I shouldn't have to jump between classes every level to have a warrior-mage or swashbuckler under the core rules. In my opinion, a class skill selection that remains consistant from level is improtant for verisimilitude in reflecting my character's background training.</p><p>-getting the +2 save bonus twice. </p><p>-being able to pick up a new class just because I leveled when there is nobody around to train the character or there is no time for the character to have trained.</p><p></p><p>Skills</p><p>-Combined skills</p><p>-Removing skill points: As a player, not being able to to determine just how good my character's skills are by spending points or not spending skill points on individual skillsis not fun. </p><p></p><p></p><p>Combat</p><p>-not having class defense bonuses so that defense rises without needing magic</p><p>-not having armor reduce damage</p><p>-not having penalties for hit point loss</p><p>-10 hit points for death: I like the death and dying option from UA</p><p>- maneuvers that anyone should reasonably be able to try being feats (e.g. throwing sand in someone's eyes) </p><p>- maneuvers that a trained person should be able to try being tied to a class and level.</p><p></p><p>Martial, simple, exotic weapons. I find weapon groups much more fun.</p><p></p><p>Magic</p><p>-Vancian Magic</p><p>-Per encounter abilities</p><p>-Spells that are reduced in effect by the target's level or hit die</p><p></p><p></p><p>Monster Gimmicks: </p><p>Regenerating trolls that require fire or acid to prevent regeneration and, Monsters thresholds. They work great the first time that the player encounters them, but after that the gimmick just wears off.</p><p></p><p></p><p>Monster classes (per savage species)</p><p>Blood lines (per UA)</p><p>Level loss:</p></blockquote><p></p>
[QUOTE="Greg K, post: 3732899, member: 5038"] What's not fun for me.. Races -having non biological aspects in racial write-ups.: Racial skills, weapon familiarity and combat modifiers verse certain creatures should be seperate from race -not having cultures as per Rolemaster/HARP: Having culture that grant skills, weapon famialrity and other bonuses seperate from racial biology it easier to customize races by campaign. -immunities Classes -immunities (e.g., paladin's immunity to disease, a monk's immunity to disease (i.e. purity of body) and poison (i.e, diamond body): a deity of poison or disease should have a chance to affect them as should certain powerful monsters using those attack types. Better. imo, to give a really good save bonus, but leave room for failure. Multiclassing: I dislike the current multiclass rules. -Jumping between classes: I shouldn't have to jump between classes every level to have a warrior-mage or swashbuckler under the core rules. In my opinion, a class skill selection that remains consistant from level is improtant for verisimilitude in reflecting my character's background training. -getting the +2 save bonus twice. -being able to pick up a new class just because I leveled when there is nobody around to train the character or there is no time for the character to have trained. Skills -Combined skills -Removing skill points: As a player, not being able to to determine just how good my character's skills are by spending points or not spending skill points on individual skillsis not fun. Combat -not having class defense bonuses so that defense rises without needing magic -not having armor reduce damage -not having penalties for hit point loss -10 hit points for death: I like the death and dying option from UA - maneuvers that anyone should reasonably be able to try being feats (e.g. throwing sand in someone's eyes) - maneuvers that a trained person should be able to try being tied to a class and level. Martial, simple, exotic weapons. I find weapon groups much more fun. Magic -Vancian Magic -Per encounter abilities -Spells that are reduced in effect by the target's level or hit die Monster Gimmicks: Regenerating trolls that require fire or acid to prevent regeneration and, Monsters thresholds. They work great the first time that the player encounters them, but after that the gimmick just wears off. Monster classes (per savage species) Blood lines (per UA) Level loss: [/QUOTE]
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