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What's your 3.5e wishlist?
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<blockquote data-quote="Zaruthustran" data-source="post: 520723" data-attributes="member: 1457"><p>Changes I'd most like to see in the revised Player's Handbook:</p><p></p><p>1. Fix the Ranger. Make him more like Aragorn and less like Drizzt.</p><p>1a. Gear optimization (reduce carried weight by 15%)</p><p>1b. Endurance feat for free (stay up all night on watch, pursue enemies 24/7), remove the front-loaded ambi/twf feats.</p><p>1c. Fast overland travel (and the ability to get others to move fast over land)</p><p>1d. Favored terrain bonuses</p><p>1e. Knowledge: monsters (Aragorn knew all about the Riders, and Orcs, and Goblins)</p><p>1f. Make Track a skill, not a feat. Put it on Barbarian, Druid, and Ranger lists (rogues, fighters, and bards can get it cross-class). But let Rangers get extra uses out of the skill, in the same way that Rogues get extra use out of Search (only Rogues can Search for magic traps).</p><p>1g. Expand Wilderness Lore to include the ability to find shelter/hideouts, and let high Wilderness Lore add synergy bonus to Heal checks (for purposes of finding herbs) and Disguise (for purposes of constructing camouflage)</p><p></p><p>2. Clarify and differentiate Diplomacy, Bluff, and Intimidate</p><p></p><p>3. Fix the Bard. Give him more skill points.</p><p></p><p>4. Remove the multiclassing restrictions from the Paladin and Monk, change the weapon restriction of Druids (why does my Druid lose all his powers if he throws a rock at a foe?)</p><p></p><p>5. Revise Tumble. Instead of a static DC, make it an opposed check vs. the foe's Reflex save or something. Tumbling past a blind peasant shouldn't be the same difficulty as tumbling past Zeus.</p><p></p><p>6. Clarify Reach and AoOs. These two concepts are what trouble new gamers the most.</p><p></p><p>7. Simplify and clarify dual-wield.</p><p></p><p>8. Clarify Armor Spikes and Shield Spikes (does ambidexterity and/or two-weapon fighting reduce "off-hand" penalties for dual-wielding armor spikes/attacking with armor spikes while also attacking with a two-handed weapon?)</p><p></p><p>9. Clarify the Hide skill, especially its use during combat situations such as sneaking up for melee attacks, sniping, and hit-and-run.</p><p></p><p>10. More Familiars. And more info on how familiars behave in-game.</p><p></p><p>11. Allow Quarterstaves to be used to make Trip attacks.</p><p></p><p>12. Replace the spiky strappy art. Especially the awful, unimaginative, unrealistic, unattractive depictions of armour in the Equipment section of the PHB.</p><p></p><p>13. Give elves +2 Cha +2 Int -2 Str. Elves are the longest-lived of all the races; why are they given a Con penalty? And Elves are supposed to be incredibly smart, graceful, and awe-inspiring--why no Int and Cha bonuses?</p><p></p><p>My most wanted changes in the Dungeon Masters Guide:</p><p></p><p>1. Revise the XP system.</p><p>1a. Explicitly state that XP comes from *defeating* monsters, not just killing them in combat. Give an example of how using a Decanter of Endless Water to flood a cave (thus killing its inhabitants) should give the same XP as if you had gone down there and fought them hand-to-hand.</p><p>1b. Or, use the alternative XP system that gives you XP per game session (instead of per monster). Make that system the default, official XP system. </p><p></p><p>Why? The current EL/CR experience point system is cumbersome and confusing, especially for new players. *Especially* if you don't have exactly 4 characters in your party.</p><p></p><p>2. Revise the magic item creation system. And, necessarily, the cost of magic items.</p><p></p><p>3. More prestige classes. Ideally, at least two prestige classes geared toward each core class (total of 20 prestige classes).</p><p></p><p>4. More, better art. Including a bunch of sample city maps, village maps, tavern maps, and dungeon maps.</p><p></p><p>5. More info on adventure design. Including a step-by-step guide that results in a ready-to-run sample adventure.</p><p></p><p>My most wanted changes to the Monster Manual:</p><p></p><p>1. More, better art. That Vampire is embarassing. </p><p></p><p>2. More useful combat statistics. Meaning, the AC entry should include regular AC, touch AC, and flat-footed AC.</p><p></p><p>.. only two entries here; I don't really use my monster manual (I mostly use humanoid "monsters" in my adventures).</p><p></p><p>I hope these get in.</p><p></p><p>-z</p></blockquote><p></p>
[QUOTE="Zaruthustran, post: 520723, member: 1457"] Changes I'd most like to see in the revised Player's Handbook: 1. Fix the Ranger. Make him more like Aragorn and less like Drizzt. 1a. Gear optimization (reduce carried weight by 15%) 1b. Endurance feat for free (stay up all night on watch, pursue enemies 24/7), remove the front-loaded ambi/twf feats. 1c. Fast overland travel (and the ability to get others to move fast over land) 1d. Favored terrain bonuses 1e. Knowledge: monsters (Aragorn knew all about the Riders, and Orcs, and Goblins) 1f. Make Track a skill, not a feat. Put it on Barbarian, Druid, and Ranger lists (rogues, fighters, and bards can get it cross-class). But let Rangers get extra uses out of the skill, in the same way that Rogues get extra use out of Search (only Rogues can Search for magic traps). 1g. Expand Wilderness Lore to include the ability to find shelter/hideouts, and let high Wilderness Lore add synergy bonus to Heal checks (for purposes of finding herbs) and Disguise (for purposes of constructing camouflage) 2. Clarify and differentiate Diplomacy, Bluff, and Intimidate 3. Fix the Bard. Give him more skill points. 4. Remove the multiclassing restrictions from the Paladin and Monk, change the weapon restriction of Druids (why does my Druid lose all his powers if he throws a rock at a foe?) 5. Revise Tumble. Instead of a static DC, make it an opposed check vs. the foe's Reflex save or something. Tumbling past a blind peasant shouldn't be the same difficulty as tumbling past Zeus. 6. Clarify Reach and AoOs. These two concepts are what trouble new gamers the most. 7. Simplify and clarify dual-wield. 8. Clarify Armor Spikes and Shield Spikes (does ambidexterity and/or two-weapon fighting reduce "off-hand" penalties for dual-wielding armor spikes/attacking with armor spikes while also attacking with a two-handed weapon?) 9. Clarify the Hide skill, especially its use during combat situations such as sneaking up for melee attacks, sniping, and hit-and-run. 10. More Familiars. And more info on how familiars behave in-game. 11. Allow Quarterstaves to be used to make Trip attacks. 12. Replace the spiky strappy art. Especially the awful, unimaginative, unrealistic, unattractive depictions of armour in the Equipment section of the PHB. 13. Give elves +2 Cha +2 Int -2 Str. Elves are the longest-lived of all the races; why are they given a Con penalty? And Elves are supposed to be incredibly smart, graceful, and awe-inspiring--why no Int and Cha bonuses? My most wanted changes in the Dungeon Masters Guide: 1. Revise the XP system. 1a. Explicitly state that XP comes from *defeating* monsters, not just killing them in combat. Give an example of how using a Decanter of Endless Water to flood a cave (thus killing its inhabitants) should give the same XP as if you had gone down there and fought them hand-to-hand. 1b. Or, use the alternative XP system that gives you XP per game session (instead of per monster). Make that system the default, official XP system. Why? The current EL/CR experience point system is cumbersome and confusing, especially for new players. *Especially* if you don't have exactly 4 characters in your party. 2. Revise the magic item creation system. And, necessarily, the cost of magic items. 3. More prestige classes. Ideally, at least two prestige classes geared toward each core class (total of 20 prestige classes). 4. More, better art. Including a bunch of sample city maps, village maps, tavern maps, and dungeon maps. 5. More info on adventure design. Including a step-by-step guide that results in a ready-to-run sample adventure. My most wanted changes to the Monster Manual: 1. More, better art. That Vampire is embarassing. 2. More useful combat statistics. Meaning, the AC entry should include regular AC, touch AC, and flat-footed AC. .. only two entries here; I don't really use my monster manual (I mostly use humanoid "monsters" in my adventures). I hope these get in. -z [/QUOTE]
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