What's your 3.5e wishlist?

PA said:
I run this year for the first time since I was a kid (15 years ago). I ran five miles in 40 minutes, then stopped because I was bored. I may not be fit for the Marathon, but I was pleased to see that martial arts had kept me in shape in more ways than one.
Quite cool! :cool:
As for myself: Not eating much more than a few oranges and drinking lots seems to have helped; apparently, my wound won't trouble me for much longer. It's damn taxing, though, especially combined with the penicillin...
Does it really matter, if you only use the core rules (not the Epic rules)? I like the fact that you can keep an unarmed martial artist till the end... even if they can dish out less damage than a tank fighter.
Agreed; if only using core rules, it probably doesn't matter too much. Although being able to hit +4 and +5 is still damn powerful. And some of their other powers are quite strong as well... I dunno; maybe it's still a balanced class, but it's definitely a bit on the strong side. :)
 

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Well I pretty much like 3e as it is. The only thing I think is desperately needed in the revised edition is:

FIXING THE RANGER!

I've (and every other gamer that I've known) has envisioned the Ranger as woodsman/hunter archetype. What does fighting with two weapons have to with being a woodsman? Two weapon fighting always seemed a lot more like a rogue ability than a ranger ability. Archery feats seem much more plausible.

The revised ranger should have abilities allowing him to cover more distance overland and improve the party's travel time as well as survival related abilities/skills. I would also like to see the ability to tame and handle animals (maybe even getting the option of animal companions on higher levels.)

Although I like the favored enemy concept (it fits well with the hunter/stalker archetype) it just isn't done well as written. The ranger's fist favored enemy is going to have to be a weak monster (how often are you going to encounter dragons on first level?) By the time you get to a high enough level to get the +5 bonus for your first favored enemy, chances are that you will no longer be fighting the enemy (unless the DM decides to send a legion of goblins or kobolds after you). While the rangers fifth favored enemy is picked on high levels, meaning that the ranger will only have a +1 bonus against more powerful opponents.
 

Darkness said:
As for myself: Not eating much more than a few oranges and drinking lots seems to have helped; apparently, my wound won't trouble me for much longer. It's damn taxing, though, especially combined with the penicillin...

Penicillin? Why?


Darkness said:
Agreed; if only using core rules, it probably doesn't matter too much. Although being able to hit +4 and +5 is still damn powerful. And some of their other powers are quite strong as well... I dunno; maybe it's still a balanced class, but it's definitely a bit on the strong side. :)

Balanced? Did I say it was balanced? Not with blindsight in addition (and a powerful version, too) and Evasion, and Uncanny Dodge, and even spellcasting abilities. That's a darn powerful bundle.
 

PA said:
Penicillin? Why?
Desinfection; it's inflamed...
Balanced? Did I say it was balanced? Not with blindsight in addition (and a powerful version, too) and Evasion, and Uncanny Dodge, and even spellcasting abilities. That's a darn powerful bundle.
Right... :)
 

Here's what I'd like to see:

1. Certain holdover spells from 1e an 2e need to be fixed. These include:
Harm
Haste
Timestop
all of the "Shadowmagic" spells

2. Fix the skills system. It is far too weak.
2.1 Give all classes 2 more skill points.
2.2 All classes should have craft and profession in class.
2.3 Balance the individual skills better (compare Rope Use to Use Magic Device and you'll see the difference in utility).
2.4 Fighters should have Balance, Tumble and Intimidate as in-class skills.
2.5 Sorcerers should have Bluff, Diplomacy and Intimidate in-class.
2.6 Clerics should have Innuendo in class (so they can interpret divine omens) and Sense Motive (modern priests are trained to interpret their parishioners' emotions, who can't 3e clerics?).
2.7 Static DCs on many skills are too low. Remove static DCs in favor of giving more skills opposed rolls (a la the Variant where your foe's attack roll sets the DC for you to tumble though his threat range). Removing static DCS keeps skills relevant for a long time.

3. Fix the item creation rules. Standardize them and do not allow exceptions even if you have to get rid of all the old 1e and 2e sacred cow magic items that generate exceptions.
3.1 Ditch Craft Rod completely. That category doesn't need to exist. It is fundamentally a collection of non-standard magic items that don't need their own category.
3.2 Break Craft Wondrous Item into smaller categories. As it stands, this is the uber item creation feat. They can easily be broken down into at least 3 different feats (such as removing all magical clothing and creating Weave Wondrous Clothing or something). Only the truly wierd stuff like Ioun Stones which don't belong in another category should remain in Craft Wondrous Item.
3.3 Merge Craft Wand and Craft Staff into one feat. It really doesn't need two.

4. Add some of the feats from the supplemental books into the PHB (Versatility for example).

5. Un-frontload the ranger. Three feats at first level is a bit too much. Monte Cooke's version is a bit too powerful though. I'd grant the ranger a bonus feat (from a select list a la Monte Cooke) at 1st, 4th and each 4th level thereafter. Meld the Track feat into the Wilderness Lore skill and either make it exclusive to the ranger or grant the ranger bonuses to the skill based on his class level.

6. Remove the Barbarian. The name is just plain stupid and it doesn't warrant it's own class. Make the barbarian fast-move ability, the rage ability, and the DR abilities into feats (with appropriate prerequisites) and you can create a more flexible barbarian using a fighter.

7. Clear up the action-type definitions (Full Round, Move Equivalent etc.).

8. Banish the monk to OA where it belongs. I like monks but the PHB version is a travesty. Without the OA book monks suck. Leave them in OA and use the space in the PHB for something else.

Tzarevitch
 

un-frontload the Ranger. I mean, how many revised rangers have we seen in the last three years?

increase the Bards skill points to 6, and all with 2 skills points to 4/level. have more bardic music abilities for the bard to use.

make sorceror HD d6.

split the spell list so wizards and sorcerors don't get all identical spells. I see the wizard being able to learn a more variety of spells than the sorceror, and I see the sorceror 'learning' their spells in a similar method to the psion actually, since the sorcerors spells are all innate and come from within, or from their blood or however they get them.

split the perform skill so each type can be learned seperately, like the craft and knowledge skills. By doing this, allow the bard to gain class abilities that help them with a chosen form of performance so they get better with specific ones. Also, by allowing this, when they use specialized forms of perform, their bardic abilities work better for them.

make the monk more modular (all they really need to do is check out Beyond Monk or the Quintessential Monk for how to do this), or come up with a totally different martial art class that wouldn't focus on spirituality and becoming god-like at 20th level.

take the idea of talents that were introduced in d20Modern and allow all classes special talents at certain levels.

dmg -
totally redo the xp system and have guidelines for if parties have less or more than 4 people.

have alternate rules for vp/wp rules.

more prestige classes and good, good rules for how to create your own prestige classes and not just come up with cool abilities that are somewhat related to each other.
 

1. Add variant rule for armor that uses DR instead.
2. Do something with the ranger, anything!
3. Make the sorcerer more flavorful.
4. Rename the Barbarian to Berserker . :)
 

More sidebars that explain why the rules are the way that they are, please! You'll end most rules-related bitching if people read the designer notes.
 

Make all the current classes Advanced Classes, and introduce the Base Classes from D20 Modern.

(Joke)

More seriously....

Give the Sorcerer some more advantages (other than spells known) so that when he takes a Prestige Class he actually has to trade off some benifits of increasing as a sorcerer. Its a bit weak as a class at the moment.

Still not sure about the point in Wizards, oooh I get to learn more spells, but I can only cast 2 off the ten 3rd level spells I know today.... hmm 2 fireballs it is then. Surely they are the ones that should have spontanious casting so they can make decent use of their limited slots?

You have the same thing going on with the Sorcerer, hmm I only get one spell of this level, but I can cast it 5 times.... hmm what would be most useful, most of the time.... hmmm fireball it is then.

Combat spells all the time *yawn*.
 

I have ten simple things that I'd like to see. Beyond that, I'm mostly happy with 3E.

1. Remove TWF as a core Ranger ability.
2. Remove TWF as a core Ranger ability.
3. Remove TWF as a core Ranger ability.
4. Remove TWF as a core Ranger ability.
5. Remove TWF as a core Ranger ability.
6. Remove TWF as a core Ranger ability.
7. Remove TWF as a core Ranger ability.
8. Remove TWF as a core Ranger ability.
9. Remove TWF as a core Ranger ability.
10. Make sorcerer skill selections/points make sense.
 

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