What's your 3.5e wishlist?

Kithmaker said:


And what would you have in place of it? :confused:

ummm, how about abilities that handle better in the wilderness, like Trailblazing, or a favored terrain ability, or a unique animal handling ability, or an improved tracking ability that only the ranger can get, or a archer replacement...just about anything that won't make all rangers a Drizzt wannabe.

Aside from that, I think that Hit Points should be derived from not just the class, but the Constituion of the character and/or modified by the race being played also. I don't know about you, but it strikes me as wrong for a Half-Orc with a Con 14 and happens to be a sorceror to have less hit points than a halfling with a Con of 14 who is a rogue. If half-orcs, by their very nature are large and tough people, wouldn't they by being who they are alone have more hit points than a halfling, who are about half the size.
 

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Hmmm... great question:

1. Get rid of the Ranger. The only reason people want this as a separate class is because of LOTR; everything you want a ranger to be able to do can be done by a fighter with a single level of Druid. The two-fisted wildernazi that the class has been turned into is ridiculous and stupid.

2. Make the metamagic feats (and therefore the sorceror class) actually worth having.

3. Create a scaled-down version of the combat system so that combats can be run without miniatures.
 

I disagree with most of you in that I don't want all the extra skill ponts. The fighter has no skills but lots of feats - deal with it.

I'm strongly opposed to the idea of giving ALL the classes extra skill points. That would just be power inflation.

I would however like if the bard was given access to the rogue-only abilities. That would make him a true jack-of-all-trades, but not threaten the rogue as the rogue has double the skill points of the bard.

I agree with many of the ranger fixes - especially the one that aimed at making him more Aragorn-ish. You should be careful however that he doesn't become a 1rst ed. ranger: A super character.

I don't necessarily want more feats or spells in the new edition, but incorporating the Hero Builder's Handbook into the PHB is a very good idea, I think. Especially for new players.

In the DMG I would like to see more variant rules - even rules that would radically change the nature of the game.
 

One thing I would like to see, but never will, would be for the clerics out there to gain spellcasting starting from 2nd level, reducing their casting level, spells per day and highest spell level by 1 levels worth for their entire careers. I have had enough of a class that is just as powerful magically as a wizard with twice as many hit points, better bab and saves, and no problems with wearing full plate and casting etc etc.
 

fusangite said:
3. Create a scaled-down version of the combat system so that combats can be run without miniatures.

If I weren't using minis in my game I would change Attack of Opportunity to Parry of Opportunity (pronounced "pow"). That is, I wouldn't bother with attacks of opportunity when moving around on the battlefield or when executing special maneuvers but I would grant everyone a chance to parry an incoming attack each round. This allows the same feats as in the minis-game and ties combatant up nicely so you know who you are fighting. The DC of a PoO is the attackers total attack bonus +10. Which would get it's on box on the character record sheet, called "Ferocity" or some such.

A change like this is very easy to implement as all monster statblocks already feature this infomation, all you need to do is add +10 to the monster's total attack bonus. (The only loser is the tumble-skill but that one is overpowered as it is and you need to "break some eggs to make an omelett" as Walter Duranty so eloquently put it.)
 

Number47 said:

Antimagic Field: There is simply no way to deal with this long-lasting spell.

Other things that need changing: there is no reason NOT to specialize a wizard. This gives them near the same amount of spells per day as a Sorceror. How about letting any arcane caster specialize?

Both of these issues have built-in drawbacks.

The wizard inside an antimagic field is easily cut down by fighters or plugged by archers or stabbed by rogues or...well, you get the idea. The good thing about antimagic field is that no magic finctions inside it...and the bad thing is that no magic protections function inside it.

Losing entire schools of magic is a pretty good reason not to specialize, IMO.

I really like the idea of splitting the Sorceror and Wizard spells between the two classes...Wizards getting the "affect your environment" type spells and Sorcerors getting "magic from within" type spells. However, this also puts the 4-PC party at risk, since you'll need a pair of arcane spellcasters to achieve what you can now do with one.
 
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1. Fix the weapon weights. These are WAY to high. Just state the actuact wieght of the weapon it self. No accessories. No included scabards ect. Just the weapon it self. Heck look at a Museum Replicas catalog if you can't figure out where to find them. Even these guys tend to be a bit heavier than historical stuff. A double sword would weigh about 5-6 pounds tops (2 short swords).

2. Change the ranger so that they are not a Drizzit wannabe! or get rid of the class and allow the fighter class to change out Armour feats for skill package feats and construct a ranger this way.

3. Get rid of FLAVOR restrictions: Druids weapon restrictions, and monk/paladin multi classing issues. Or at least state these are Greyhawk campaign flavor restrictions inthe PHB text

4. Up Sorceror HD to d6 make 3 or 4 skill points and better class skills. And a seperate spell list from wizards. No material components.

5. Tone down clerics. They now have more spells, hit points, and armour than wizards? This is balanced?

6. Revamp the CR system

7. Get rid of scribing costs for wizards spell books.

8. Revamp magic item creation. 3 feats minor item creation, medium and major.

9. Use the OA monk.

10. I'd like to see skill focus feat at +3 and some other non comabt feats added.

-D
 
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Number47 said:

Antimagic Field: There is simply no way to deal with this long-lasting spell.


Magic which affects the environment around them is fine. Rock-Mud on the cieling above them used to work (although that might not be possible now), earthquake on the cieling above them certainly would. Telekinesis to move and drop a heavy weight over them (or violent thrust, which is easier).

There are ways...
 

Frostmarrow said:

The DC of a PoO is the attackers total attack bonus +10. Which would get it's on box on the character record sheet, called "Ferocity" or some such.

A change like this is very easy to implement as all monster statblocks already feature this infomation, all you need to do is add +10 to the monster's total attack bonus.

It is even easier to use the attackers attack roll as the DC to make a successful parry... so it is harder to parry the critical threats and easier to parry the near misses. Less calculation needed too.

Cheers
 

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