Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Would D&D be easier if...
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Bront" data-source="post: 2516184" data-attributes="member: 19696"><p>I'll turn this around. Why does a character that wants to be an assassin have to actualy take levels of assasin? I usually look beyond the class and to the character for a good definitian. He's not a rogue/ranger, but a gypsy, for example.</p><p></p><p>That said, I like the PrCs in general, as they give the ability to customize your character much more than some of the base classes (Dualist, Loremaster), and, in particular, make multi-classing easier by offering aspects of both classes (Elderich Knight, Mystic Theurge). But I don't like the thought that you need a PrC to be anything special, which is why I do like a good selection in the base classes.</p><p></p><p>So, basicly, I'd prefer more flexibility in the base classes, not more base classes, though that ends up being a similar request.</p><p></p><p>As far as making D&D more new player friendly, I think making a set of "Simpler" rules, either in the core book, or a seperate book, that would make things a bit more straight forward like combat or character advancement.</p><p></p><p>Simple mods:</p><p></p><p>- Remove AoO, and several of the more advanced combat options. Generaly, players attack, move and attack, or do something else that requires some ammount of time. So, remove sundering, disarm, AoO, Trip, and some of the more complex actions, simplify graple, extend the time of some actions that currently requrie an AoO (Quafing a potion, some item activation, most of the maneuvers have been removed already).</p><p></p><p>- Simplify skills. Player selects some number of skills, which are always at max rank, and remove synergies. Skills are simply Level + Atribute Bonus + 3 (you could get rid of the +3 for this simplification) if you're proficient, and Atribute Bonus if you're not.</p><p></p><p>- Remove some feats (Like craft item feats, any feats involving special maneuvers, perhaps even metamagic feats). You could potentialy eliminate feats all togeather, and then tweek the fighter.</p><p></p><p>- Remove the Druid (Quite complex, particularly the wild-shape), and any other classes you feel are a bit too complex (Monk perhaps, Ranger Perhaps, Paladin perhaps, Bard Perhaps, Barb perhaps.) Definately keep the core 4/5 of Fighter, Cleric, Rogue, and Wiz/Sorc</p><p></p><p>- Remove PrCs - Added complexity level.</p><p></p><p>All these mods will restrict things a bit, but it will make the initial game a bit simpler to pick up without destroying some of the basic mechanics of the game system. As they learn more, you can indroduce more combat maneuvers, other classes, and expand the feats. Once they have a firm grasp, you can let them go nuts.</p></blockquote><p></p>
[QUOTE="Bront, post: 2516184, member: 19696"] I'll turn this around. Why does a character that wants to be an assassin have to actualy take levels of assasin? I usually look beyond the class and to the character for a good definitian. He's not a rogue/ranger, but a gypsy, for example. That said, I like the PrCs in general, as they give the ability to customize your character much more than some of the base classes (Dualist, Loremaster), and, in particular, make multi-classing easier by offering aspects of both classes (Elderich Knight, Mystic Theurge). But I don't like the thought that you need a PrC to be anything special, which is why I do like a good selection in the base classes. So, basicly, I'd prefer more flexibility in the base classes, not more base classes, though that ends up being a similar request. As far as making D&D more new player friendly, I think making a set of "Simpler" rules, either in the core book, or a seperate book, that would make things a bit more straight forward like combat or character advancement. Simple mods: - Remove AoO, and several of the more advanced combat options. Generaly, players attack, move and attack, or do something else that requires some ammount of time. So, remove sundering, disarm, AoO, Trip, and some of the more complex actions, simplify graple, extend the time of some actions that currently requrie an AoO (Quafing a potion, some item activation, most of the maneuvers have been removed already). - Simplify skills. Player selects some number of skills, which are always at max rank, and remove synergies. Skills are simply Level + Atribute Bonus + 3 (you could get rid of the +3 for this simplification) if you're proficient, and Atribute Bonus if you're not. - Remove some feats (Like craft item feats, any feats involving special maneuvers, perhaps even metamagic feats). You could potentialy eliminate feats all togeather, and then tweek the fighter. - Remove the Druid (Quite complex, particularly the wild-shape), and any other classes you feel are a bit too complex (Monk perhaps, Ranger Perhaps, Paladin perhaps, Bard Perhaps, Barb perhaps.) Definately keep the core 4/5 of Fighter, Cleric, Rogue, and Wiz/Sorc - Remove PrCs - Added complexity level. All these mods will restrict things a bit, but it will make the initial game a bit simpler to pick up without destroying some of the basic mechanics of the game system. As they learn more, you can indroduce more combat maneuvers, other classes, and expand the feats. Once they have a firm grasp, you can let them go nuts. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Would D&D be easier if...
Top