What Dungeons and Dragons 3.5 needed. A lot of this is stuff 4e did correctly.
Skill List needs to be consolidated
Sleight
of Hand, Open Lock and Disable Device were consolidated into Thievery.
Balance and Tumble were consolidated into Acrobatics. Spot, Listen and
Search were consolidated into Perception. Jump, Swim and Climb were
consolidated into Athletics. Spellcraft and Knowledge: Arcana were
consolidated into Arcana.
Magic needed to be separated into Utility, Tactical and High Magic
4e
did this half-right by instituting the Rituals feat. But they took a
good idea and screwed it up by only taking a half step. (Granted, the
wargaming style templates they utilized were an even bigger mistake, but
still)
Utility magics, like Unseen Servant and Tenser's Floating
Disc should be more or less flavor. The sort of minor things that make
life easier but aren't usually capable of turning a tide in battle
(minus a really clever player, of course). Headache cures, obvious
illusions for entertainment, lights and the like. They should have low
material costs and take less than fifteen minutes to cast and available
to anybody of any level. The Ritualist feat from 4e accomplished
this...sort of...but made the casting of these rituals require
prohibitively expensive materials cost for even minor flavor type
effects. Utility magics should be relatively easy to acquire and cast.
Tactical
magic would be things like magic missile, obscuring mist and fireball.
Tactical magic should be able to be used repetitively and be able to
make the spellcaster the match for non-spellcasters in combat but not
their superior. One of the problems that 1st through 3.5e magic had was
that the balancing factor was that spellcasters could use a limited
number of spells per day and when that spell list reached its end, they
weren't as able to affect the battles. The result was that the
developers felt justified in giving players powers of vast destructive
or manipulative ability based on that idea that they'd only be able to
use one or two per day. Instead, they should have had a selection of
reusable powers that kept them adding to the combat encounter after
encounter without overshadowing the entire party.
High magic is
the stuff like wide-scale curses, magical plagues, long-lasting wards,
the creation of powerful magical artifacts, powerful scrying, permanent
magical traps, summonings of major planar entities, the building of
extraplanar refuges and things like that. These should take quite a
long time to cast, proportionate to their impact, and also cost a
significant amount of materials. I like the concept of these falling
under the Ritual feat in 4e because that meant that anybody of any class
could conceivably cast and create these sorts of High Magic. This
meant that the master blacksmith could statistically be able to create a
magical weapon without having any other magic connected to them and a
bunch of cultists that have no other spell casters could summon a major
demon. The fiction of D&D has non-mages and non-clerics creating
near-artifact level weapons and rangers summoning major Demons in an
attempt to distract them for a few hours.
High Magic should be
difficult to acquire, cost a lot to cast and take a long time to cast.
These should be things that take a lot of research and or searching to
find even one High Magic ritual.
Which is a way of explaining
why a guy who spends his entire time in a library or tower matches up as
a threat for someone who's been traveling around collecting experience
left, right and center.
Basically, the idea of ANYBODY of ANY
class being able to use the High and Utility magics is a good one, with
tactical magic being the province of caster classes.
Normalize attack methods.
This
is another thing that 4e did right. In 3.5 you have two sorts of
attack: in one case the attacker rolls a die and tries to beat a defense
or AC to hit the target; in the other case, the defender rolls a die to
see if they defeat the attack.
In 4e, they normalized things
so that the attacker made the roll in all cases. Instead of having
saving throws, they had defenses that the spellcaster had to beat. Some
spells targeted Reflex, others attacked Will, others attacked
Fortitude. This also allowed them to create attack styles with the
non-casters for attacking these other defenses.
Dead Levels
This
is one of the reasons that people multiclass, because the next level of
their current class gives them nothing particularly exciting.
Pathfinder and 4e both addressed this issue. Pathfinder did it better
because they modified the existent system rather than reworking the
system as a whole.
Skill Points are a poor system
I
like the way 4e did it: skills were either trained or not. Training in
skills gave access to some abilities the untrained didn't have, also
Trained skills had an extra +5 bonus to rolls. Aside from that,
however, skill rolls scaled with level and you didn't have to put any
points into them.
Hit Points needs to be matched with a wound system
Making
hit points represent morale, fatigue and the like similar to the way
Lord of the Rings Online game defines it is a good idea. In which case,
wounds such as broken limbs or bleeding wounds would not be directly
treatable by spell casters. Death by hit points would be due to general
shock, pain, mystical attacks and exhaustion rather than any specific
injury. Magic to heal the wounds would be in the High category and thus
be rare, while many casters could heal the hit point damage. People
could suffer wounds that give them penalties and take days to recover
from without being low on hit points and explain why suffering an injury
is still a thing.
Alignment needs to die
Seriously.
Just. End it. Out of the alignment system come numerous headache
inducing situations that could otherwise be avoided. You can use
different triggers for the holy/unholy anarchic/axiomatic weapons.
A blog by Luke Garrison Green of Thrythlind Books and Games. Here he discusses writing skills, reviews books, discusses roleplaying games and refers to Divine Blood, Bystander and his other books.
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