What's your 3.5e wishlist?

Hygric said:
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.

Just out of interest, did you know that is what clerics were originally like, before 1e? back in the 3-box set + greyhawk days all clerics started life as second string fighters and only at 2nd level did they get their first 1st level spell!

I seem to recall WotC designers saying they deliberately upped the clerics power and sexiness to encourage people to play the class more...

(loose blouses? tight trousers? the mind boggles)
 

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fusangite said:


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.


Consider this Yoinked! for my .sig file. :D
 

Hygric said:
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.

They can also cast more spells per day and do not need 8h of sleep before they can learn (pray for) spells again.
 


I think one way the Cleric can be toned down is to limit them to what spells come within their Deities Domains, but not limit them to two Domains. Heck, it could be incremental as they gain levels.

At first level, pick two Domains from the domains list of the Deity, and this is all the spells they get, plus healing for Good clerics and Inflict for evil clerics (or something similar). Then, at certain levels they gain access to the other Domains of their deity.

You can also have some divine spells that are domain-less, or general spells that possibly all clerics could get, but they don't gain access to them all, just the ones they pray for and allowed by their deity. To help with this, each Deity could have a general spells list that their clerics can gain access to, but still they don't gain access to them all. Only a few, and to help with their connection between them and Deity, they must pray for them to be learned. (I am sure a game mechanic can be developed for this, and I know that at some point in the past a person created a alt.cleric kind of like this).

Another idea is to change how the cleric class works for things like HD, BaB, Saves, dependant on which deity they pick. Some deities would want their followers to be more combat heavy, like the Gods of war and brutality, while others would want followers not as combat heavy, like a God of agriculture and knowledge. Basically, make each cleric a specialist cleric and from this have specialized spell lists that they gain access to. I know it would be a lot of work to do this, but it would make this class very unique and versatile, and it makes sense.
 

I would like to see the characters be less inherently dependant on magic & magic items for viability at higher levels. Possibly a "low magic" through "high magic" CR rating. But perhaps that is beyond the scope of a "3.5" revision.
 

Kithmaker said:


I hate to break it to everyone, but the ranger was a two-weapon wielder -before- 3E...

The Ranger was a two-weapon wielder before Drizzt , too.

Second Edition AD&D, which started the dual wielding Ranger, came out a full two years before the Crystal Shard.
 

Give Magic Missile either a Save or a "To hit" role - no auto-damage at first level.

Add more skills to the Fighter skill list (not more points, but more skills) I think that this alone will give fighters more differentiation.
 

Utrecht said:
Give Magic Missile either a Save or a "To hit" role - no auto-damage at first level.
Could possibly be worthwile. Personally, I'm for the to hit roll in that case.
 

kengar said:
I would like to see the characters be less inherently dependant on magic & magic items for viability at higher levels. Possibly a "low magic" through "high magic" CR rating. But perhaps that is beyond the scope of a "3.5" revision.

This whole thread is filled with stuff beyond the scope of the planned revision, but people can't help themselves.;)

JeffB a few posts back has been the most realistic so far.

All they're going to do is incorporate the Sage FAQ, throw in some splatbook stuff, and plagerise the cleaned up rules and skill explanations from D20 modern. Even if they only do this, they had me at "hello". Here's my money.

Recall that they want to revise the rules without rendering obsolete all the D20 stuff published until now . We will see little tweaks, but even a small thing like giving the bard a couple extra skill points (which i agree he/she needs) will have some serious ramifications.

But since this is a wishlist thread, here's mine.

Give the ranger more versatility with feat selections, with TWF on the list. That won't break anything seriously in earlier products , I think.


I'd like to see the sorcerer and bard throw out their spell components. That was a good idea, and won't hurt much. Add a couple charisma skills to sorcerer, too.

Simplify the xp and CR system. At least tweak the dang CRs... Thats doable.

Niggle around with prices, magic and mundane. Doable. 100gp/page to copy a spell into your cookbook? Buh-bye. One lousy sp for a day of labour? Can we at least double that poor person's salary?

Replace the armor artwork on the equipment page. Pllleeeeaase? For aesthetic reasons, of course. Doesn't really affect gameplay.

Need a nice, clean, intuitive, and final explanation of monster pc/ECL rules . Hopefully this will go in the rMM where it belongs.

Thats all fer now.
 

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