MoogleEmpMog
First Post
Lanefan said:In theory, this looks good. In practice, it'd be an absolute nightmare! With 100 levels, that means a player needs to do the level-up bookkeeping 100 times...in a 2-year campaign, this would mean every session! Somehow, I don't see this happening...
My current group already levels every session, or almost; we play every other week in a one year campaign and hit around 18-22 level at the end of each campaign. Admittedly, I don't see it happening, either.
Lanefan said:I'm not sure quite what you mean with this...are you getting at reducing *all* class features to what would amount to a much-expanded skills table? If so, you're starting to drift away from D+D and into something else, I think.
In the DMG, all class features would be available via point buy - essentially, the DMG would include a D&D version of Mutants and Masterminds or HERO's systems - while in the PHB they would be the same as they are now: class features. Rebuilding classes with the DM would be encouraged as an alternative to multiclassing.
Lanefan said:Or, get away from this foolishness of having non-kindred races as PC's except maybe as a splat option. Half-xxx - or part-xxx (these should be fine-tuned, to reflect that part-xxx's can breed with either race, and a half-elf/human child will be 1/4-elf) - should not be reduced to a chooseable feat...yuck!
If you remove a core option that's been there since at least AD&D 1e, is that not 'drifting away from D&D?' Making it a feat might clean up the system; then again, maybe not.
Lanefan said:No idea what you're getting at here. Please elaborate.
This was already explained by another poster. Note, however, that elemental damage would be the default, not the exception. Typeless damage is a huge plus.
Lanefan said:If you remove the need for a healer you'd also have to reduce or eliminate damage that needs healing. And, healing spells are rarely if ever cast *during* a battle except in dire circumstances; the patching-up is done after the battle is won. Healing spells don't need any strengthening
Have you ever even looked at another RPG? Seriously? 'Patching up after the battle is won' can be solved in myriad ways without relying on the 'healbot' that D&D invented.
Heck, the spellcasting solution for out-of-combat spells (see below) solves this.
Lanefan said:Then you have to redesign the average adventure so those "roles" aren't required - no more traps, etc. Chances are those electronic games you're referring to have removed those elements without anyone noticing...
Or, you know, you could design the rules so that those roles can be filled in different ways, and the average adventure so those problems solved in different ways. As it stands, read adventure design guidelines: elements like traps, undead, etc. are ADDED to adventures TO GIVE the rogue/cleric/etc 'something to do' - they don't show up organically.
Lanefan said:Define encounter. How do non-encounter-based spells work e.g. most divinations? I'd rather see a looser version of the current system, where you have so many slots-per-level-per-day but you can cast wild-card within each level, so no more memorization. As for x/day, that's such a simple mechanic I fail to see any need for change.
Non-encounter-based spells could be handled using some type of ritual magic rules, or allowed to succeed out of hand. Frankly, out of a dramatic encounter, there is very little I can't see a competent wizard accomplishing. Divining a secret? Should succeed - unless it's contested by some other power, in which case it becomes an encounter. For that matter, anything outside a dramatic encounter (which need not be combat), regardless of who's attempting it, should generally succeed*. If it isn't something you can accomplish automatically with time and effort - then it's an encounter.
*Caveat: I mean anything in-genre.
x/day seems simple... until you realize its power is entirely predicated on how often you use the ability in a day, as are spells. Which means any attempt at balancing encounters has to assume a certain number of encounters per day, and those encounters have to be of a certain type (generally combat), which means... well, most of the problems people have with the current CR system, except for those caused by equipment. Or bad CRs.
Lanefan said:I'd like to see countering be more useful, but limited such that you really have to pick your spots when using it. Simplest option: make Counterspell itself a spell...second level, casting time immediate, cannot be improved or affected by any metamagic feat. That way, there's a built-in limit on how many you can do, and at cost of casting other 2nd-level spells.
Actually, that's pretty much what I would advocate (assuming that 'spells' in the present sense are retained). I've shopped that idea around, but so far, no one has wanted to commit it to paper.
Lanefan said:Sucks for the DM, who goes to all the trouble of designing an edge-of-the-seat encounter only to have the PC's use a few action points to avoid the harm. The PC's have enough ways of escaping death or harm, they don't need any more, and certainly not something as broad-brush as this.
I'm guessing you've never played an RPG that gives this kind of narrative control to players, even briefly. IMX, it does not in any way, shape or form 'suck for the DM,' unless he's an adversarial DM who wants to kill the PCs using the rules, or he has crappy players. In the former case, the players probably need a new DM, in the latter, the DM needs new players.
Lanefan said:This is not Magic. Creature type does not even need to exist in D+D and can easily be ditched completely. If an ability needs something to base off of, use alignment.
Creature type has existed in D&D since the first use of Turn Undead, the first swing of a Sword of Giant Slaying, and the first casting of Charm Person. It's only recently been codified. It's already been modified (rolling Beast into Animal and Magical Beast and making Shapeshifter a subtype) and there's no reason it can't be further cleaned up.
Lanefan said:Sooner or later, I had to agree with something here; this is it. Alert the media!
Lanefan said:That'd make spells and spellcasters much less useful; how would you compensate?
By removing most of the spells/day limits on spellcasting.
Lanefan said:I agree here also. Tinker toys are fun, which is why the game gives so many out, but when their existence is built in to adventure design it's gone too far. That said, having the occasional item specific to a character can really add to the story.
Agreed.