What's your 3.5e wishlist?

- Give Clerics the spell progression table that generalist wizards currently have.

- Give Wizards the Druid spell progression table.

- Allow Druids to switch their spells for healing spells, like Clerics.

- Wizards/Sorcerers, Druids, Clerics, and Bards shouldn't share so many spells. Make up some new exclusive ones.

- Clerics should have a restricted access to the Summon Monster series (up to Summon Monster VI, say).

- High level (7-9) arcane spells should not be available to clerics

- The Planar Binding series should be the same level as the Planar Ally series.

- Cost for scribing spells should be cut by 75%.

- Give Sorcerers a few more known spells.

- Give Bards more unique abilities, more skill points, and more spells.

- Specialist wizards should gain the Spell Focus feat for their school.

- Most enhancing/protective spells ("buffs") should last for at least a few hours, even if it means lowering their overall power to compensate. The 3rd edition 6-second rounds have transformed D&D into a buff-fest every time a spellcaster enters combat.
 
Last edited:

log in or register to remove this ad

Y'know, there's really only one thing that's been bugging me about D&D standard, that I'd like them to change.

Make the shortspear a medium weapon. For pity's sake, 99% of the available illustrations of people using spears show them being used in one hand. It's how they work. Piercing weapon, thrust with one arm, usually overhand, shield in the other. Drives me nuts, I tell you.

That, and fix some of the weapon weights. They're better than they were in 2nd Ed, but they're still off.
 


A more customizable, but less front-loaded ranger. I can understand the two-weapon thingie (for compatibility reasons), but I want to be able to swap it out for archery feats !

And give one at first level, the other at second. That won't detract too much from backward compatibility, but that'll adress nicely the front-loading problem.

Use the OA monk (little revision, actually).

Give sorcerers more known spells. Or introduce a way for them to know more spells easily. (The "Extra Spell" feat in Tome & Blood is too few bang for too many bucks. I'd rather have something along the line of what I've done, a feat (with hefty requirements) that allow them to prepare spell from a spellbook in one of their slots, for example.)

Also, give them the class ability to eschew materials (and don't make Eschew Material a metamagic feat !).

And finally, give them Intimidate, Bluff, and Diplomacy -- either that or Use Magic Device !

Rename the Lesser/Greater/Improved/Major spells in just Spell I, Spell II, Spell III, etc. Or at least, adopt a "Spell, Greater" nomenclature. Much, much, much less page-flipping when looking for description.

Bards should be clarified as benefitting from their own bardic music effects.

Give Intimidate and Profession as class skills for Fighters.

Give Decipher Script as class skill for Wizards (when I'm looking for a fellow party member to decipher the arcane writings in Ancient Abalonian on that magic portal, I turn to the knowledgeable wizard, not to the street urchin rogue !).

Fix the bogus price for scribing spells into spellbook. Too expensive and time consuming. If at least spellbooks had magical capacities... But no ! They're mundane items !

Change the way dying and healing (through the skill) is handled. An agony can last much longer than 1 minute, and closing a wound in 6 seconds (including the time to remove the clothing and armor preventing to operate) is silly.

Clean that spiritual oath non-sense about druids. (They should at least use bows, dammit !)

Clean the silly paladin multiclass restriction. (Already made for monks by using the OA monk.)

and finally... clean the running rules. We had game situation where we made horse gallop, and it was ridiculous to have them stop their galloping after not even one hour !
 
Last edited:

ok i will agree on opening up the class skills if fact why not just open the whole thing and drop cross class skill so it only affects class only.
after that just the errata.


one tiny house rule to include if not no big deal. pole weapons also threated at 5 feet.
 

I'm not looking for too much (nor expecting it in reality):
1. Fix the Ranger and Bard.
2. Make the Sorcerer's HD a d6
3. Listen should be a class skill for all classes.
4. Fix the spells that are broken (like Harm).
5. More emphasis on skills and feats.
6. Increase the skill points to 4+mod. for all classes.

See? Not much... :)
 

My gripe is the intellegent item rules.

The rules only seem to be slated to randomly create items , and not do it from scratch.

Why shoul alignment be random if your are the one actually making the item. If I'm Good, whay would I risk making a magic item that was evil.

the whole thing should be deconstructed and restarted again.
 


herald said:
My gripe is the intellegent item rules.

The rules only seem to be slated to randomly create items , and not do it from scratch.

Why shoul alignment be random if your are the one actually making the item. If I'm Good, whay would I risk making a magic item that was evil.

the whole thing should be deconstructed and restarted again.

Actually I have already submitted rules for this to the netBook of Feats. Submitted sometime _before_ ELH came out. I was sure ELH would address this, and was surprised that it didn't.
 

Actually one last thing I'd like to see changed would be increase the half-elf a tad. It seems a little weak to me.

And some more opening of class skills would be nice, I'm all for rogues being skillfull, but some of their skills should not exclusive. Read lips and decipher script, come on!!
 

Remove ads

Top