RPGnet Columns
03-29-2005, 08:20 PM
Post originally by nihtgenga at 2005-03-29 19:20:00
Converted from Phorums BB System
you can write your own version of D&D (within limits of course). Which is what I am currently doing, not making the ultimate D&D, but the D&D I would be happy to play.
But if you are looking for what I want to see in D&D:
Something more simple but with more flexible flavour. Basic, simple cinematic rules as basic combat, with the advanced tactical movement based combat as the add on version. This choice would suit most player types and you know the basic rules will work (as opposed to stripping stuff out of tactical combat and hoping nothing breaks).
More generic basic classes (as in basic sailor or nomad rider class) with things like paladin, ranger, barbarian, druids as prestige classes (also sailor could grow into pirate or the like). That way world design could follow consistant rules without exceptions like exlusive 'basic' classes.
Less reliance on magic items to make fighters powerful. If your HD keep going up to reflect your training to avoid damage, then the ability to do damage should also increase under the same assumptions. Likewise with Armour Class (probably adding the CoC Defense Class rules would make this simple).
More rationalised spell lists. Eg. Cone of 'energy' instead of just cone of frost (or whatever). Lots of flexibility if you make a basic damage spell like 'energy' ball and have energy side effects (like the different dragon's breaths) as the plug in options.
Has the added advantage of stopping spell lists from wasting so many damn pages in the book.
Make cleric domains less tokenistic, probably by making domain spells castable spontaneously and grouping ALL divine spells into domains the same way as arcane spells all have a school. Clerics would then have prohibited domains as well so you don't have fire clerics casting darkness spells.
If you make your magic items more based on the spell list you save even more space (eg. Boots of Cat's Grace that can be always on or limited number of charges but useable by anyone who knows the key word. Non magic uses may have to hire a wizard learn it).
Easier to understand spell creation rules so you can figure out why some spells in the same level have minor component costs and others cost a few thousand gp. Plug in component costs so you can personalise spells by adjusting the components so that different specialist wizards cast the same spell using different components.
I wouldn't mind changing casting times on a few other spells, more for drama sake than weakening wizards. Animate Dead should be a dramatic ritual, not a click of the fingers as it currently is now.
More flexible alignment system (so that leaving it out doesn't immediately make half your detect spells pointless). At the least stop Detect Evil from working automatically, if anything to throw the Paladin's off balance.
In summary? Flavour, flavour, flavour.
Converted from Phorums BB System
you can write your own version of D&D (within limits of course). Which is what I am currently doing, not making the ultimate D&D, but the D&D I would be happy to play.
But if you are looking for what I want to see in D&D:
Something more simple but with more flexible flavour. Basic, simple cinematic rules as basic combat, with the advanced tactical movement based combat as the add on version. This choice would suit most player types and you know the basic rules will work (as opposed to stripping stuff out of tactical combat and hoping nothing breaks).
More generic basic classes (as in basic sailor or nomad rider class) with things like paladin, ranger, barbarian, druids as prestige classes (also sailor could grow into pirate or the like). That way world design could follow consistant rules without exceptions like exlusive 'basic' classes.
Less reliance on magic items to make fighters powerful. If your HD keep going up to reflect your training to avoid damage, then the ability to do damage should also increase under the same assumptions. Likewise with Armour Class (probably adding the CoC Defense Class rules would make this simple).
More rationalised spell lists. Eg. Cone of 'energy' instead of just cone of frost (or whatever). Lots of flexibility if you make a basic damage spell like 'energy' ball and have energy side effects (like the different dragon's breaths) as the plug in options.
Has the added advantage of stopping spell lists from wasting so many damn pages in the book.
Make cleric domains less tokenistic, probably by making domain spells castable spontaneously and grouping ALL divine spells into domains the same way as arcane spells all have a school. Clerics would then have prohibited domains as well so you don't have fire clerics casting darkness spells.
If you make your magic items more based on the spell list you save even more space (eg. Boots of Cat's Grace that can be always on or limited number of charges but useable by anyone who knows the key word. Non magic uses may have to hire a wizard learn it).
Easier to understand spell creation rules so you can figure out why some spells in the same level have minor component costs and others cost a few thousand gp. Plug in component costs so you can personalise spells by adjusting the components so that different specialist wizards cast the same spell using different components.
I wouldn't mind changing casting times on a few other spells, more for drama sake than weakening wizards. Animate Dead should be a dramatic ritual, not a click of the fingers as it currently is now.
More flexible alignment system (so that leaving it out doesn't immediately make half your detect spells pointless). At the least stop Detect Evil from working automatically, if anything to throw the Paladin's off balance.
In summary? Flavour, flavour, flavour.