Jonjonjon4
2023-03-15, 11:51 AM
Hello adventurer's
This is a continuation of my previous post, and an answer to the comments made by many of you.
Previous post "Problematic and slow mechanics of 3.5" (https://forums.giantitp.com/showthread.php?654834-You-opnion-on-Problematic-and-slow-mechanics-of-3-5)
I already want to say thanks for each reply on that post, that helped me to think about many things.
Firstly, I will be sharing the ideas I had, secondly I will share some things I ask some help to "fix"
The main objective is to make a dnd 3.5 but with a way more fluid combat, with less calculation and dice rolling;
The secundary objectives are to make it a more newbie friendly system, and make creativity and opmization more compatible; and also make martial combatants to scale better, altho this would be a class features matter.
I would LOVE to hear your toughts on this, specially in the "Rules" part
---------------------
My main ideas
Attributes:
Instead of calculating attribute modifiers, the integral number is used (1 str = 1 point of damage and hit), with 0 being the base number.
-10 means paralysis, and death in the case of constitution.
(To roll an attribute, you would have -2, and roll a d6 add to it)
Objective: Make it a bit easier to calculate, and more newbie friendly.
Defense:
Will remain the same
Hit and damage
The hit uses a d20 plus other modifiers.
Damage will not use dice normally. Weapons and other attacks have a fixed amount of damage, plus other bonuses.
BAB multi-attacks will be replaced by multipliers (this will be elaborated further)
Objective: Make the combat way more fluid. The random factor of damage rolls is not that relevant, and we already have the random factor on the hit dice.
Critical
Critics do not need to be confirmed.
Resistence tests
The target have a resistence of 10, plus the attribute and resistence score of the class(es).
The attacker uses a d20 plus modifiers to see if he overcome the resistence.
(Should traps and poisons roll dice or already have a fixed challenge?)
Objective: This will require one roll for area effects instead of one dice per target.
Skills
There will be two types of skills that will have points to be spent separately. Adventure skills and Productive skills.
Each class gains a number of skills at 1st level and another number at subsequent levels, which will be fairer with all classes.
Non-class skills cost twice as much.
Adventure skills are the majoroty of dnd 3.5 skills, while the Production skills are the skills like craft and profession, and new other skills that I won't post now.
Objective: Make characters more complex. The vast majoroty of the characters didn't had skill points to expend in secondary skills, which caould make roleplay and preparation way more interesting. In my view, this would impove significantly the quality of the game out of combat.
Also, we all can agree that the amont of skills some classes received were just pathetic.
Spells
There will be no traditional spell slots.
Casters will have "caster charges". Each spell costs X charge amount. The number of charges is based on the spellcasting attribute, caster level, and a base amount of the class itself.
Spell circle will still exist for the purpose of known spells.
Objective: Make viable for casters to use less powerful spells that are still useful in many situations. I personally hated how I had to not pick certain spells cause combat spells were much more worthy of the spell slots. Also, it will make it casters more costumisable. It would make possible for the player to decide if he is an "explosive" caster or a "consistent" caster (or a between). Lots of tought would be necessary on the cost of the spells.
Combat
The aim is to avoid multiple attacks as much as possible. The focus is on increasing individual attacks to make the game easier and faster.
Action economy remains similar to 3.5, however certain actions can only consume half of the movement.
BAB? NoÂ…
Instead of base attack bonuses, each class would receive a X amount of points of perks similar to BAB. Those bonus can be traded by perks that costs 6 (maybe some 3 or 12). Certainly one of the perks will give a x2 multiplier to damage on non-spell attacks.
Objective: This would be one of the solution for the damage that would be lost due the lack of multi-attacks in the desing I have in mind. Originally it would double the damage only, but I think other perks options can increase the creativity aspect without making the game harder.
HP
Classes have a fixed HP. At the first level, that Hp counts twice.
Constitution is added at each level.
The minimum life added per level is 1.
Upon reaching 0, the character is incapacitated.
The character dies when reaching -10 (- the character's level)
Reason: I never saw any experienced group that didn't had a house rule on level up HP
Weapons
Some melee weapons will use dexterity naturally
Ranged weapons use dexterity on damage. Ranged classes should be more viable naturally
Some magic weapons only provide certain advantages when wielded by X-level adventurers. It is not a nerf, but rather a way to make some unique weapons more balanced and viable on the long run.
Weight
Medium load will inflict attribute penalty, and travel speed.
Heavy load will cause more ability penalty, more travel speed penalty, and will cause combat speed penalty.
RULES
Some rules will be split in 2 parts.
Basic, complete.
Basic: The core of the rule, and the simpliest interpretation you can have of it. This will give the DM the basic version of the rule to be implemented in the game. This will have an approach similar to 5e
Complete: This will give all the details and exception the rule can have, giving the more passionated groups all the tools they may need.
The exmple I bring here are the "conditions". Many conditions could have the very same effect without making the game worst, just simplier.
Objective: Make the more welcoming for different kinds of groups. Both types would still be compatible, to avoid game issues. Altho, this would require some attention on season 0
___________________________________
I need ideas for:
XP
XP chart (same of 3.5) or fixed XP (with maximum level to receive XP from certainchallenges)?
There would not be a multclass penalty. This is just limiting.
Progression
BBA was not only responsible for multi-attacks, but also a bonus on hitting the attacks and manuevers.
Is it a good idea to also give classes an bonus on certain actions as the level progress?
Another idea: Is it too wild if the player get an attribute every 2 levels?
Skills
How we deal with the fact some classes just can't take inteligence? Should we make Skill points gain an static number for each class? Inteligence would have no meta-game advantages, like charisma, in that case
Also, the graduation limit. Should it exists?
[B]Advantage and inspiration[B/]
Should it exist? I mean, advantage for certain mechanics only.
Well, what are you opnions on all that? And what else need attention?
And sorry for my typos!
This is a continuation of my previous post, and an answer to the comments made by many of you.
Previous post "Problematic and slow mechanics of 3.5" (https://forums.giantitp.com/showthread.php?654834-You-opnion-on-Problematic-and-slow-mechanics-of-3-5)
I already want to say thanks for each reply on that post, that helped me to think about many things.
Firstly, I will be sharing the ideas I had, secondly I will share some things I ask some help to "fix"
The main objective is to make a dnd 3.5 but with a way more fluid combat, with less calculation and dice rolling;
The secundary objectives are to make it a more newbie friendly system, and make creativity and opmization more compatible; and also make martial combatants to scale better, altho this would be a class features matter.
I would LOVE to hear your toughts on this, specially in the "Rules" part
---------------------
My main ideas
Attributes:
Instead of calculating attribute modifiers, the integral number is used (1 str = 1 point of damage and hit), with 0 being the base number.
-10 means paralysis, and death in the case of constitution.
(To roll an attribute, you would have -2, and roll a d6 add to it)
Objective: Make it a bit easier to calculate, and more newbie friendly.
Defense:
Will remain the same
Hit and damage
The hit uses a d20 plus other modifiers.
Damage will not use dice normally. Weapons and other attacks have a fixed amount of damage, plus other bonuses.
BAB multi-attacks will be replaced by multipliers (this will be elaborated further)
Objective: Make the combat way more fluid. The random factor of damage rolls is not that relevant, and we already have the random factor on the hit dice.
Critical
Critics do not need to be confirmed.
Resistence tests
The target have a resistence of 10, plus the attribute and resistence score of the class(es).
The attacker uses a d20 plus modifiers to see if he overcome the resistence.
(Should traps and poisons roll dice or already have a fixed challenge?)
Objective: This will require one roll for area effects instead of one dice per target.
Skills
There will be two types of skills that will have points to be spent separately. Adventure skills and Productive skills.
Each class gains a number of skills at 1st level and another number at subsequent levels, which will be fairer with all classes.
Non-class skills cost twice as much.
Adventure skills are the majoroty of dnd 3.5 skills, while the Production skills are the skills like craft and profession, and new other skills that I won't post now.
Objective: Make characters more complex. The vast majoroty of the characters didn't had skill points to expend in secondary skills, which caould make roleplay and preparation way more interesting. In my view, this would impove significantly the quality of the game out of combat.
Also, we all can agree that the amont of skills some classes received were just pathetic.
Spells
There will be no traditional spell slots.
Casters will have "caster charges". Each spell costs X charge amount. The number of charges is based on the spellcasting attribute, caster level, and a base amount of the class itself.
Spell circle will still exist for the purpose of known spells.
Objective: Make viable for casters to use less powerful spells that are still useful in many situations. I personally hated how I had to not pick certain spells cause combat spells were much more worthy of the spell slots. Also, it will make it casters more costumisable. It would make possible for the player to decide if he is an "explosive" caster or a "consistent" caster (or a between). Lots of tought would be necessary on the cost of the spells.
Combat
The aim is to avoid multiple attacks as much as possible. The focus is on increasing individual attacks to make the game easier and faster.
Action economy remains similar to 3.5, however certain actions can only consume half of the movement.
BAB? NoÂ…
Instead of base attack bonuses, each class would receive a X amount of points of perks similar to BAB. Those bonus can be traded by perks that costs 6 (maybe some 3 or 12). Certainly one of the perks will give a x2 multiplier to damage on non-spell attacks.
Objective: This would be one of the solution for the damage that would be lost due the lack of multi-attacks in the desing I have in mind. Originally it would double the damage only, but I think other perks options can increase the creativity aspect without making the game harder.
HP
Classes have a fixed HP. At the first level, that Hp counts twice.
Constitution is added at each level.
The minimum life added per level is 1.
Upon reaching 0, the character is incapacitated.
The character dies when reaching -10 (- the character's level)
Reason: I never saw any experienced group that didn't had a house rule on level up HP
Weapons
Some melee weapons will use dexterity naturally
Ranged weapons use dexterity on damage. Ranged classes should be more viable naturally
Some magic weapons only provide certain advantages when wielded by X-level adventurers. It is not a nerf, but rather a way to make some unique weapons more balanced and viable on the long run.
Weight
Medium load will inflict attribute penalty, and travel speed.
Heavy load will cause more ability penalty, more travel speed penalty, and will cause combat speed penalty.
RULES
Some rules will be split in 2 parts.
Basic, complete.
Basic: The core of the rule, and the simpliest interpretation you can have of it. This will give the DM the basic version of the rule to be implemented in the game. This will have an approach similar to 5e
Complete: This will give all the details and exception the rule can have, giving the more passionated groups all the tools they may need.
The exmple I bring here are the "conditions". Many conditions could have the very same effect without making the game worst, just simplier.
Objective: Make the more welcoming for different kinds of groups. Both types would still be compatible, to avoid game issues. Altho, this would require some attention on season 0
___________________________________
I need ideas for:
XP
XP chart (same of 3.5) or fixed XP (with maximum level to receive XP from certainchallenges)?
There would not be a multclass penalty. This is just limiting.
Progression
BBA was not only responsible for multi-attacks, but also a bonus on hitting the attacks and manuevers.
Is it a good idea to also give classes an bonus on certain actions as the level progress?
Another idea: Is it too wild if the player get an attribute every 2 levels?
Skills
How we deal with the fact some classes just can't take inteligence? Should we make Skill points gain an static number for each class? Inteligence would have no meta-game advantages, like charisma, in that case
Also, the graduation limit. Should it exists?
[B]Advantage and inspiration[B/]
Should it exist? I mean, advantage for certain mechanics only.
Well, what are you opnions on all that? And what else need attention?
And sorry for my typos!