evildmguy
Explorer
Greetings!
After posting someting on ID2, I got to thinking. What is the essence of the game mechanics of 3E?
Here is what I have come up with, as a start.
Attributes - Single table, single mechanic.
About the only thing I can't figure out is CHA. There have been some very good discussions on that here about how INT is "force of INT", Wis is "force of willpower" and CHA is "force of personality". While I like it, I sometimes find the line between willpower and personality a very blurry line. Anyone care to try again or have some other idea? Perhaps, CHA is how something is said by the *character* regardless of how the *player* said it. So, if the player said, "back off!" maybe the high CHA character said, "Let's just calm down and have a drink." while the low CHA character said, "Get the f**k out of my f*****g face, you . . ." Does that work?
Races - ? Not sure on this one. Still have the generic fantasy races that DND has always had. Mechanically, they are little easier to deal with. For example, I like low-light better than the old infravision. Not sure about preferred class and the XP penalty. I don't know of many other d20 systems, if any, that are using it.
Classes - Okay, classes still are defined by *class* abilities. Abilities that no one else can have or get unless you are a member of that class. I don't know that I have all of them, but here are a few:
Barbarian - Rage, DR, Dodge.
Bard - Music and Skills. (Anyone else think that Monte Cook's version is better? I do. Better flavor for the bard?)
Cleric - Divine spells. Power over undead.
Druid - Divine spells. Shape changing. Animal mastery.
Fighter - Feat master!
Monk - Unarmed attack. Movement. A slew of fighting abilities. (I think the Monk is "balanced" by all that she has because as a whole, she doesn't seem any more powerful. Ideas?)
Paladin - Divine spells. Lay on hands. Bonus to saves. Detect Evil.
Ranger - Divine Spells. Favored enemy. Virtual feats. (Again, I think Monte Cook's version is a little better.)
Rogue - Skill master!
Sorcerer - Arcane spells. No memorization. Limited spell selection. (Again, you'd think I was getting a kickback! I think Monte's is better. Having said that, I think, to truly give the Sorcerer his own flavor, that he should use the rules in If Thoughts Could Kill and have Mana Points to cast spells. That's me, though.)
Wizard - Arcane spells. Memorization but not limit to known spells. Item Creation.
(I tried not to mention something that another class got but instead, list unique or big abilities of that class. For example, arcane spells define both Sorcerer and Wizard so I put that down for both. I didn't put Metamagic, though, as any spell caster can benefit from them, not just these two.)
Rolling - simplified. Task resolution always equals d20 and always want high for all rolls.
[Others that I don't have time for right now.]
Hmmm . . .
I am not trying to start a class discussion but more of a "What are the sacred cows of DND?" If it has already happened, just point me to that post!
Thanks!
edg
After posting someting on ID2, I got to thinking. What is the essence of the game mechanics of 3E?
Here is what I have come up with, as a start.
Attributes - Single table, single mechanic.
About the only thing I can't figure out is CHA. There have been some very good discussions on that here about how INT is "force of INT", Wis is "force of willpower" and CHA is "force of personality". While I like it, I sometimes find the line between willpower and personality a very blurry line. Anyone care to try again or have some other idea? Perhaps, CHA is how something is said by the *character* regardless of how the *player* said it. So, if the player said, "back off!" maybe the high CHA character said, "Let's just calm down and have a drink." while the low CHA character said, "Get the f**k out of my f*****g face, you . . ." Does that work?
Races - ? Not sure on this one. Still have the generic fantasy races that DND has always had. Mechanically, they are little easier to deal with. For example, I like low-light better than the old infravision. Not sure about preferred class and the XP penalty. I don't know of many other d20 systems, if any, that are using it.
Classes - Okay, classes still are defined by *class* abilities. Abilities that no one else can have or get unless you are a member of that class. I don't know that I have all of them, but here are a few:
Barbarian - Rage, DR, Dodge.
Bard - Music and Skills. (Anyone else think that Monte Cook's version is better? I do. Better flavor for the bard?)
Cleric - Divine spells. Power over undead.
Druid - Divine spells. Shape changing. Animal mastery.
Fighter - Feat master!
Monk - Unarmed attack. Movement. A slew of fighting abilities. (I think the Monk is "balanced" by all that she has because as a whole, she doesn't seem any more powerful. Ideas?)
Paladin - Divine spells. Lay on hands. Bonus to saves. Detect Evil.
Ranger - Divine Spells. Favored enemy. Virtual feats. (Again, I think Monte Cook's version is a little better.)
Rogue - Skill master!
Sorcerer - Arcane spells. No memorization. Limited spell selection. (Again, you'd think I was getting a kickback! I think Monte's is better. Having said that, I think, to truly give the Sorcerer his own flavor, that he should use the rules in If Thoughts Could Kill and have Mana Points to cast spells. That's me, though.)
Wizard - Arcane spells. Memorization but not limit to known spells. Item Creation.
(I tried not to mention something that another class got but instead, list unique or big abilities of that class. For example, arcane spells define both Sorcerer and Wizard so I put that down for both. I didn't put Metamagic, though, as any spell caster can benefit from them, not just these two.)
Rolling - simplified. Task resolution always equals d20 and always want high for all rolls.
[Others that I don't have time for right now.]
Hmmm . . .
I am not trying to start a class discussion but more of a "What are the sacred cows of DND?" If it has already happened, just point me to that post!
Thanks!
edg