Also, Can turning not be used agains evil outsiders?
Nope. Some spells simulate the effects I speak of, but I would rather have turning more than a singular turn undead use.
Also, Can turning not be used agains evil outsiders?
Might be a bit off-topic, but I thought I'd comment on this. . .Dark Jezter said:I'm sorry, but this sounds way too much like the "proficency slots" system of previous editions. I'm glad that's gone. Good riddance to bad rubbish and all that.
Under the proficency slots system, you could have a fighter who was a grand-master with a bastard sword, but completely clueless about how to use simple weapons like daggers or maces effectively. It made a lot less sense than the current system of warrior classes automatically being proficent with all simple and martial weapons.
Quinn said:Don't penalize spellcasters for multiclassing. Have a progression similar to base attack bonus that allows spellcasters to advance in spell levels if they take other classes. Whether it's a fighter/wizard or a cleric/wizard, there should be a way to make both options viable over the course of a campaign without having to use prestige classes.
D&D has always been about numbers. I find it odd that you are saying D&D has always been bad about this, as though "real role-playing" is an inherently better style of play than playing a campaign with lots of combat & dungeon exploration.
Under the proficency slots system, you could have a fighter who was a grand-master with a bastard sword, but completely clueless about how to use simple weapons like daggers or maces effectively. It made a lot less sense than the current system of warrior classes automatically being proficent with all simple and martial weapons.
Also, I don't like the idea of giving XP awards only for solving puzzles and stuff like that. How will solving a murder or finding a noble's runaway daughter increase the fighter's combat prowess or the wizard's spellcasting skill?
I'm not saying that PCs shouldnt earn XP for role-playing, solving puzzles, thinking, interaction, etc....but I definitely think combat, killing monsters, etc. should garner an XP award. Like I said, it just wouldnt be D&D any other way.
I don't know how well it worked in your own campaign, but I can already see a lot of abuse coming out of this system. Every party would force their cleric to take the domains that had the best healing and buffing spells, and nobody would ever take the other domains. I know that there are currently domains that are very powerful (a cleric who takes the Strength and War domains, for instance, can pretty much assume the roles of both front-line fighter and healer), but grouping ALL spells by domain would make some domains REQUIRED if you wanted a decent cleric.
It's supposed to represent adventurers becoming physically tougher and more resistant to all forms of harm as their adventuring carrers progress. A seasoned warrior who has been exposed to dozens of poisons and diseases, as well as surviving countless wounds is naturally going to be more resistant to punishment than a youngster who just picked up his first sword.
2. Eliminate Easy Ressurection: Get rid of this "death is just another easily correctible event in the course of adventuring" from the game. It is incredibly difficult to incorporate the idea of mortality and sacrifice in a game where once the party cleric hits a certain level death is unheard of.
3. Falling Damage: Make falling damage cumulative so that a characters worry a great deal about taking a long fall.
4. Damage Reduction for Armor: Some kind of damage reduction for armor to show that wearing steel armor is alot more effective than wearing light leather armor.
5. More uses for Turning: Channeling divine power should have more uses than simply turning undead. I would like to see turning used to counter evil spells, banish demons/devils and their counterparts for evil, and break magical wards like glyphs, symbols and the like.
CRGreathouse makes an excellent point. The more effort the designers put into number-crunching, the less reward players can glean through min-maxing and number-crunching themselves.Point #1 isn't well-defined, and seems counterproductive -- a move away from designers thinking about the numbers means min/maxing would be easier and more powerful.
I agree completely. In fact, almost all the class abilities could be and should be Feats. (This would make it trivial to create new classes.)2) Feats that have something to do with anything but combat. Background feats were a great idea- now run with it and give us some truly inspired feats.
Frankly, I think just about all weapons should be Simple. It's not hard to use a sword; it's certainly not significantly harder than using a club.3) Get rid of the silly automatic proficiency with weapons per class.
I'm not sure this warrants the added complexity.Just give fighters 2 extra skill points per level; clerics, rogues, paladins, barbarians, and rangers one extra skill point per level; and no extra skill points per level for wizards, sorcerers, druids, and bards. Then spend a skill point to learn a weapon, or 3 or 4 skill points to learn a whole group of weapons (like axes, or short blades).
Yes, a Feat is "expensive" for a weapon proficiency.Spending a feat to pick up a weapon outside your suggested list is just a plain stupid thing for a character to do- end result is that all characters of certain classes take the same weapons. Boring.
A slightly different emphasis would be enough to achieve your goal, I think. The rules should emphasize overcoming obstacles. For people who enjoy pure hack-n-slash, overcoming obstacles might only mean killing monsters, of course.4) Ditch the XP by CR thing completely and either go back to giving a set # of XP per monster, or better yet- don't reward killing things, but actually role-playing and overcoming obstacles, solving mysteries, etc.
Agreed, but most "good" alternatives to AC/hp would take some rescaling (in a game that's balance-obsessed right now).5) A WP/VP optional system in the PHB/DMG. It wouldn't be hard at all to fit it in.
There are a lot of great subjects that deserve at least a little space in the DMG.6) Suggestions in the DMG for how to run low-magic or non-magic games, as well as horror based fantasy.
I don't like the default treasure levels either, but I think they make perfect sense for D&D. The guidelines aren't there for free-thinking players and DMs; they're there for people who want a structured game.7) Get rid of that silly treasure worth by level chart in the DMG, or at least clearly state it is optional. Its a nice guideline for DMs to use if they want to have the standard magic level, but players take that silly thing as gospel, and get irate if they don't have X much GP worth of items by Y level.
Agreed -- as long as they work out the stats a bit, and the fumbles aren't over the top.8) We have rules for critical hits, why not fumbles?
That's almost the same as 10 + spellcaster level (for many spells), by the way.9) Make the DC for spells 10 + spell level + 1/2 character level. Makes more sense that an experienced caster's spells would be harder to resist, rather than just taking into account the base stat bonus.
I'd like to see Clerics more like Sorcerers, with a small list of thematically appropriate spells, cast spontaneously.10) Get rid of the base cleric list of spells, and instead group ALL cleric spells by domain. Right now, all clerics are identical except for 2 domain spells per level. Thats just boring. With a little work, 5-8 spells could be fit into each level per domain, making more specialized clerics that were much more interesting. I've done it in my house rules, and it works wonderfully.
Why is this better than having Bonus Feats again? (Feats already scale in power somewhat, with increasing prereqs.)11) This would be really cool: every so many levels, allow each class to pick 1 of 3 or 4 listed abilities that are level dependent, so each class can be more personalized to the character. Not feats, but actual core abilities of the class. Some of the prestiege classes in FFG's Path of books already do this, and I think its a wonderful idea. This is also extra incentive for a character to progress to high levels in a core class.
Poisons and diseases already scale with level, because Str, Con, etc. don't scale (much) with level.12) Resisting a disease/poison should be a simple Con check, with the Great Fortitude feat applicable as well. Why does level have anything to do with how resistant a person is to disease or poisons? As it is currently, poisons and diseases have no bite except to low level characters.
I simply find it ridiculous that ALL fighters know how to optimally use ALL simple and martial weapons, even though some of those weapons might not be common or even used in their cultures!