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D&D's spell system is one of the most unique things about the game. It allows the game to encompass a great variety of magical phenomena, and it it can make being a magic user uniquely enjoyable, in the right circumstances.

It is also poorly designed and incredibly broken, and Pathfinder did essentially nothing to change that.

Here I present the most important problems with the spell system as currently written. Soon, I will present my proposed Spell Reformation, where I attempt to address all of these problems.

Spells Are Complex, Unintuitive, and Hard to Use

  • Spells vary wildly in power and utility, even at the same level.
    Spoiler:
    Sleep is vastly superior to Cause Fear. Daylight does not deserve to be at the same level as Fireball. Crushing Despair is trivial compared to Fear or Slow. Placing Haste at the same level as Rage is ludicrous. There is no shortage of similar examples.

  • Spell damage scaling makes no sense.
    Spoiler:
    How much damage does a 5th level spell do at caster level 10 (chosen for easy math)? That depends. Let's take a look. First, AOE spells:
    4d6: Mass Inflict Light Wounds
    10d6: Cone of Cold, Twinned Burning Hands
    15d6: Empowered Fireball

    Now single-target spells:

    7d6: Maximized Inflict Moderate Wounds
    9d6: Maximized Acid Arrow
    10d6: Twinned Magic Missile, Empowered Inflict Serious Wounds, Empowered Searing Light
    14d6: Maximized Scorching Ray
    This is absolutely terrible.


  • Many spells are too trivial to be worth including.
    Spoiler:
    Does Helping Hand really need to be a spell? Has anyone actually needed Animal Trance, Calm Animals, Charm Animal, or Hide from Animals?

  • Spells are used where class features belong.
    Spoiler:
    What separates a spell from a class feature is that a spell is an optional choice, while a class feature is an inherent part of a class. All of the various "animal control" spells are not strong or useful enough to exist as spells; in order for them to be lowered in level to the point that they would be chosen, they would be overpowered. Instead, they should be redesigned into class features for the druid so that the druid's spells can be interesting and useful.

  • Many spells are poorly worded, making it difficult to understand their purpose.
    Spoiler:
    What does Magic Jar do anyway?

  • Many spells have overly detailed mechanics, requiring excessive amounts of text to clarify their usage.
    Spoiler:
    Consider the text of Knock:
    SRD wrote:
    The knock spell opens stuck, barred, locked, held, or arcane locked doors. It opens secret doors, as well as locked or trick-opening boxes or chests. It also loosens welds, shackles, or chains (provided they serve to hold closures shut). If used to open a arcane locked door, the spell does not remove the arcane lock but simply suspends its functioning for 10 minutes. In all other cases, the door does not relock itself or become stuck again on its own. Knock does not raise barred gates or similar impediments (such as a portcullis), nor does it affect ropes, vines, and the like. The effect is limited by the area. Each spell can undo as many as two means of preventing egress.

    Consider the following rewording:

    Quote:
    The knock spell opens a locked or otherwise forcibly closed door or container within the area. The spell can undo up to two obstacles on the same object per casting. If used on an arcane locked door, the arcane lock is suppressed for 10 minutes.
    The reworded spell is identical, but far clearer, in 95% of all situations. It gained the ability to open gates and portcullises. Is that minor detail worth adding so much complexity to the spell? I would argue absolutely not. There are many spells like this which would benefit from a rewording and clarification.

  • Many spells have trivial effects which are not worth the time investment to track.
    Spoiler:
    The attack bonus from Aid, the miscellanous +1 bonuses from Haste, and so on are trivial. It is unlikely that they will make any difference, but they force players to recalculate attack bonuses and other attributes anyway. This is particularly bad if the bonus is typed, since it forces the player to ensure that he does not have any other bonuses of that specific type - an unnecessarily large amount of mental investment for a +1 bonus.

  • There are too many bonus types.
    Spoiler:
    Using such a wide variety of bonus types is unnecessary and makes it much more difficult to keep track of whether a particular effect will apply at full strength or not. Compressing the number of bonus types would make buffing spells much simpler.

  • Buffing before combat is time-consuming and unnecessarily complicated.
    Spoiler:
    Tracking durations for a variety of spells and making sure that bonus types match up properly is obnoxious. This slows down the game. The more time you spend buffing before combat, the less time you spend actually enjoying the combat.

  • 1 round/level durations scale strangely.
    Spoiler:
    1 round/level durations are terribly inconvenient. They are unusable at low levels (Touch of Fatigue and Summon Monster I being the worst offenders), and not worth the significant bookkeeping to keep track of precise spell durations at any level after about 8th, when they tend to last for a full encounter. Combat duration doesn't get longer as level increases, so why should duration?

  • Level-scaling ranges and durations increase complexity substantially for little gain.
    Spoiler:
    Keeping track of precise ranges and durations is time-consuming. In the vast majority of cases, it does not substantially change outcomes or increase enjoyment in any way, but it is still technically necessary. Flat durations and ranges are much easier to use.

  • Some spells are terribly designed.
    Spoiler:
    Scare is just a 2nd-level Cause Fear when first acquired. By the time it can affect multiple creatures, any creatures worth affecting are already immune to its effect.

  • Spell casting times and components are confusingly formatted.
    Spoiler:
    Including "Casting Time: 1 standard action" and "Components: V, S" on 95% of all spells just makes it difficult to notice when the casting time or components are different from the norm.

  • Spell ranges are confusingly formatted on area spells.
    Spoiler:
    Does "Range" refer to the distance away from you that a spell can be cast, or the distance from you that the spell's area extends? It depends! A spell like Bless is fairly specific; it indicates that the area originates from the caster. Bane, however, is completely ambiguous. The area is "All enemies within 50 ft". Within 50 feet of what? Is this a burst, a spread, or something different? The only spells to use a similar format are Circle of Death / Undeath to Death, which affect "Several living creatures within a 40 ft. radius burst". From context - primarily by comparison to Bless - we can determine that Bane is intended to affect a 50 ft. burst centered on the caster, while Circle of Death is intended to affect a burst within the range. However, this is unnecessarily ambiguous. A reasonable and intelligent person might easily read Bane and conclude that it affects a 50 ft. radius centered on a point within the (50 ft.) range.

  • Area spells affect arbitrarily chosen and difficult to remember areas.
    Spoiler:
    Quick - how large of an area do Chaos Hammer, Confusion, and Sound Burst affect? If you guessed 20 ft., 15 ft., and 10 ft, congratulations - you're really good at memorizing random numbers. Spells that hit a radius can range from anywhere from a 5 ft. radius to an 80 ft. radius, with no particular patterns. Cones extend out either 15 ft., 30 ft., or 60 ft. from you. Wouldn't spells be so much easier to use if their areas were predictable and easy to remember?

  • Spells which affect multiple targets have inconsistent limitations.
    Spoiler:
    Why do most multiple target spells, like Mass Bull's Strength, affect creatures "no two of which can be more than 30 ft. apart", while others, like Holy Aura, affect creatures "within a 20 ft. radius"? Come to think of it, why do any spells use the "no two of which can be more than 30 ft. apart" wording? I don't see any way for that to be easier to work with than "within a 15 ft. radius". Which, of course, raises the question of why we are working with a 15 ft. radius, which is one of the least used values for spell radii.

  • Spells which affect cylinders can pass through walls.
    Spoiler:
    A cylinder-shaped spell is explicitly stated to "ignore any obstructions within its area", PHB p. 175.

  • Spell descriptions are inconsistently formatted.
    Spoiler:
    Too many cases to list here. Just trust me - they are.

  • 1-round casting time spells are terribly designed.
    Spoiler:
    I can't count how many times my players have gotten this particular mechanic wrong. The distinction between a "full-round action" and a "1-round action" is absolutely terribly worded, and makes little sense even when you know which one you are talking about. It feels like getting no actions on the turn you do the casting and two actions on the next turn, and it is incredibly easy to disrupt. There is nothing that a "1-round action" casting time contributes to fluff and enjoyment that couldn't be done better with "Full-round action" casting time.

  • Spell schools and subschools are poorly and inconsistently defined.
    Spoiler:
    For more on this, see this entertaining thread. And by "entertaining" I mean "incredibly long and complicated". Though I enjoy it...

Combat Spells are Broken

  • Low-level spellcasters have two modes: "useless" and "broken".
    Spoiler:
    A single Sleep or Color Spray spell can end an encounter instantly. However, a low-level spellcaster has only a very small number of those spells, forcing her to do various non-magical tasks like pointlessly firing a crossbow in any situation that does not involve an serious threat. This is not a healthy game dynamic.

  • Moderately optimized Pathfinder quickly devolves into "rocket tag".
    Spoiler:
    "Rocket tag" refers to the way high-level D&D/Pathfinder characters can essentially all kill each other instantly. For example, a wizard would die if the fighter got a single full attack (or with some builds, a single charge attack), but the fighter would usually die or be rendered irrelevant if the wizard succesfully affected the fighter with a single spell.

  • The "rocket tag" phenomenon is severely detrimental to the game.
    Spoiler:
    When everyone is perpetually one bad roll or poor decision away from death, combat has to be fast, efficient, and brutal. There is no room for finesse or subtlety. This promotes highly technical, tactical play and discourages role-playing.

  • Spells can end combat far too quickly, promoting rocket tag.
    Spoiler:
    This is caused by a small army of problems. I will let the subproblems speak for themselves.

  • Spells can (virtually) kill opponents instantly.
    Spoiler:
    Save or die spells prevent any sort of sane combat from taking place. Since these effects start at 1st level, with Color Spray and Sleep, this is a problem throughout the game. 10 damage/level is still enough to take just about anyone out of the fight until very high levels, when monster HP skyrockets (but PC and NPC HP doesn't...)

  • Spells can render opponents irrelevant instantly.
    Spoiler:
    Total action denial spells like Hold Person and Confusion perform the same function and have the same effect as save-or-die spells.

  • Spells do too much damage relative to HP.
    Spoiler:
    Scorching Ray deals roughly 1d6 damage per level. Wizards have a d6 hit die. It is trivially easy for a spellcaster to kill another spellcaster with a single spell - particularly after taking into account Empower and Maximize.

  • Buffing before combat yields massive swings in party capability.
    Spoiler:
    A party that chooses to buff before a combat can easily go up multiple ECLs relative to an unbuffed party. This makes it extremely difficult for a DM to plan party-appropriate combat encounters. If the party goes in unbuffed against a monster designed for a buffed party, they can easily be killed or routed. If they go in buffed against a monster designed for an unbuffed party, the encounter will often be trivially easy. Limiting the power and usefulness of precombat buffs would significantly even out gameplay.

  • Many buffs are just too good.
    Spoiler:
    Haste is the biggest offender here as a mass spell that gives everyone significant bonuses for a mere 3rd level spell. Enlarge Person is also amazingly strong for a 1st level spell.

  • Some buffs can render entire encounters irrelevant.
    Spoiler:
    A dire bear's grappling abilities are nearly unbeatable - unless the fighter has Freedom of Movement, in which case the fight will be a breeze. A vampire can be a terrifying foe - but against a party with Death Ward and Magic Circle against Evil, a vampire is just a pale human without a Con score. (Okay, not literally.) The problem is not merely that these spells exist, but rather that they have such a long duration. This means that it is easy to cast the spell on everyone in the party that might need it, and infeasible for an enemy to wait for the spells to expire.

  • Spells can make the subjects effectively invincible to non-spellcasters.
    Spoiler:
    Flight effects and Greater Invisibility are the most prominent offenders here.

  • Many multiple target spells that lack single-target versions are vastly more powerful than they should be relative to single-target spells.
    Spoiler:
    What level would Haste or Slow be as a single-target spell? What about Confusion or Fear? These spells have effects that would be roughly level-appropriate as single-target spells, but they affect multiple creatures. This makes them significantly better than they should be.

  • Area of effect spells affect too large of an area.
    Spoiler:
    At 5th level, when first aquired, Fireball can deal anywhere from 5d6 to 250d6 damage, depending on how many targets are in the 20 ft. radius. An Empowered Fireball from a 10th level caster can deal anywhere from 15d6 to 750d6 damage. A 20 ft. radius is huge.

  • Area of effect and multiple target spells are too powerful relative to single-target spells.
    Spoiler:
    If area spells do equivalent damage to single-target spells, why would I use a single-target spell? Just so that I don't hit my allies? But the large radius of area spells is itself a problem. If that problem is fixed, the supremacy of area spells over targeted spells becomes assured. Buff and debuff spells are (usually) significantly penalized for affecting multiple targets - why shouldn't damage spells be the same?

Noncombat Spells Are Also Broken

  • Spells can make make social interactions trivially easy.
    Spoiler:
    Glibness, Charm Person, and Suggestion can all turn a challenging social encounter into a cakewalk. The problem is not that those spells exist, but that they are so easily accessible.

  • Spells can make dungeon delving trivially easy.
    Spoiler:
    Find Traps, Knock, and Summon Monster can all deal with traps and obstacles easily. These are particularly problematic because they are generally non-interactive. Disabling a trap or opening a door can be tricky, particularly if there is a battle ongoing. These spells do it faster, better, and more consistently than any mundane alternatives.

  • Spells can make stealth and detection irrelevant easily.
    Spoiler:
    Invisibility and Silence are nearly unbeatable together.

  • Spellcasters can perform any of these feats with too little investment.
    Spoiler:
    The problem with the above examples is not that magic is theoretically capable of performing these feats. It is magic, after all! That is what magic is for. The problem is that every single example above is done with 3rd level or lower spells. In fact, everything except Suggestion and Glibness can be accomplished by 3rd level!

  • Given time to prepare, a spellcaster can perform all of these feats.
    Spoiler:
    It would be bad enough if a spellcaster was capable of overriding a single other area of the game at 3rd level. However, because prepared casters can change spells daily, they can actually override any and all other aspects of the game.

  • Spells can exert control over the game world that nothing else can compete with.
    Spoiler:
    A well-placed Dominate Person or Suggestion can turn a city on its head. Scrying and Teleport can dramatically rewrite the whole concept of adventuring and travel when acquired. Spells give almost DM-level control of the game to players - but only to some players. That is not a good system.

    Free, permanent duration spells are easily abusable.
    Spoiler:
    Hello, Explosive Runes. Also, Illusory Wall, though not as many people seem to push that to its logical conclusion.

Other Comments

  • Spell resistance is crude and noninteractive.
    Spoiler:
    The default SR for a CR-appropriate monster is designed such that a spellcaster will fail 50% of the time. Futhermore, caster level is one of the statistics that a typical spellcaster is least able to modify, and changes comparatively little over a caster's career. This means that spell resistance, when it applies, simply acts like a flat chance of failure. That is not a healthy balancing mechanism. That's like taking a fully optimized Ubercharger build and calling it "balanced" by slapping a 50% chance to miss onto all of its attacks. Spell resistance should be interactive and more sensitive to character development.

  • Spellcasters are unnecessarily penalized for devoting their resources into spells which the whole party requires.
    Spoiler:
    Divine Power and Wall of Stone are a lot more fun to cast - and often more appropriate for a character - then Restoration or Teleport. However, the latter spells can be essential in certain circumstances, so the spellcaster is obligated to spend personal resources to memorize and cast these utility spells.

  • Broken spells affect everyone, not just spellcasters.
    Spoiler:
    Magic items are constructed based on spells, and virtually every character has magic items. Poorly designed spells yield poorly designed magic items. In addition, NPCs use spells and monster abilities are often based on spells. If spells are broken, so too is the D&D world as a whole.


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Malwing wrote:
The really hardcore alignment stories are like banana peal stories. I hear stories about slipping on a banana peal but as many banana peals that I've seen on the ground and how possible I know it is, I've never seen anyone slip on one.

Seconding this. Some of the most entertaining PCs I've played with have been paladins. I will always remember Lucied and his battle cry of "EAT MY JUSTICE!". Not to mention his noble steed Guftas, best known for his talent at midair barrel rolls. Paladins are fantastic.


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I'm a bit of a latecomer to this party, so if things have already been addressed in this thread, feel free to just point me to where it was discussed. With that said, I have some minor points:

Why does being dazzled give a -4 penalty to my ability to hear things? This could be fixed with the wording "In addition, it applies a -4 penalty to Perception checks made to see." Or perhaps "to visual Perception checks."

Why does a ring of protection make it harder to touch me, but not affect how difficult I am to grapple? Grappling involves touching, right?

(Taken from the thread about grappling) You seem to have retained the core mechanics for Pathfinder's grapple system. CMD should not be used to resist attempts to escape a grapple. Yes, it's convenient. It also happens to make no sense whatsoever. Here is a short list of things that make you better at holding onto an opponent in a grapple:

  • Rings of protection
  • The Dodge feat
  • That one ioun stone that gives an insight bonus to AC
  • Having cover
  • An ally using Aid Another to improve your AC (but not your attack rolls or grapple checks!)

Yes, it's a core Pathfinder mechanic, not a change you made, so it may or may not be something you are interested in fixing. But given how thorough an overhaul you gave to other areas, I think it is at least worth considering.

Your note about the renaming of "mojo" amuses me greatly.

Have you ever had a player try to create custom items with your rules? It seems to me that allowing players to get massively discounted weapons that only provide attack or damage bonuses would be really, really abusable. Only 7,500 for a weapon that gives +5 attack bonus? Yes, please!


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Reduce the number of bonus types. It's just a hassle.

Spells don't need to be as wildly variable as they are. One of the reasons that spells can take a long time to cast and resolve, and are generally complicated, is that there aren't consistent standards for range and area. Range doesn't need to increase with level. Based on my playtesting, you'd be surprised how much easier spells are to use when you don't have to frequently calculate/memorize your exact range with all of your spells. Same thing with duration; it's much easier to track when it lasts for a consistent period of time rather than having each effect in a combat use a slightly different duration.

There is no reason to have ten or more different combat maneuvers, all of which do very slightly different things. They can be compressed into a smaller number of maneuvers.

The more situational/circumstantial effects you have to keep track of, the more complicated the game is and the less special each individual effect feels. I would strongly recommend trimming these down as much as possible.

The flanking, 5' step, and attack of opportunity rules in combat are very nitpicky about precise character positioning. They should be simplified/rewritten/removed to allow more fluid combat, reducing the necessity of mapping everything on battle maps.

I'm still looking for ways to simplify my system more, so I'll definitely be keeping an eye on this thread.


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Hi all! I have spent the last year building a standalone rewrite of 3.5, called Rise. I love the idea of what Pathfinder did, but it wasn't quite what I wanted - so I thought I would follow in its footsteps and create an entirely new version of the game.

I would summarize my major design decisions as follows:

  • Every class has been rebalanced, with null levels removed and a wide variety of unique abilities that only they can do. These abilities are not just higher numbers; mindlessly increasing numbers was intentionally avoided.
  • Combat is more fluid and mobile, thanks to standard action full attacks and a revised attack of opportunity system. Combat maneuvers are easier to perform, allowing even characters that don't specialize to use them when it feels appropriate.
  • Spellcasters have a much more limited ability to dominate the game, thanks to a combination of spell mechanic revisions to make them less absurd in combat and a conversion to a fully spontaneous system to make them less absurd out of combat. Spellcasters can no longer change spells daily, so they must choose areas to specialize in instead of being good at everything.
  • Many mechanics and spells were altered slightly to increase simplicity, making the system easier to learn and faster to play.
    There are much smaller number of "traps" - opportunities to make poor decisions which inadvertently hurt a character's effectiveness. You still have the freedom to build any character you want, but it is much more difficult to accidentally build a useless character.

If this sounds interesting, I encourage you to check out the PDF. Due to the size of the rewrite (currently at over 300 pages), it is difficult to represent it in any other form. However, I have summarized the key differences between Rise and 3.5 (spoilered due to length):

Spoiler:
Abilities
  1. Every ability is tied to a saving throw, either as full modifier or as half a modifier.
    • Fort is Con + 1/2 Str. Reflex is Dex + 1/2 Wis. Will is Cha + 1/2 Int.
    • No stat is a free dump stat anymore. The degree to which Charisma was an easy dump stat in 3.5 was not healthy, and it won't happen again. (The changes to skill points also help with this - see below.)
  2. An ability score has two different numbers that are used in play: ability modifier and ability value. Ability modifier is calculated as (ability score - 10) and is used with all d20-based rolls and attributes: attack bonus, armor class, saving throws and save DCs, and so forth. Ability value is calculated as (ability score - 10) / 2 and is used with all non-d20 based rolls and attributes: damage rolls, HP, ability uses/day, and so forth.
    • This is a big change, and no doubt a controversial one. I know. But I think it is better.
    • Ability checks have always been difficult to use because ability modifiers were so incredibly low in comparison to a d20. The difference between a 10 and an 20 - the difference between an average commoner and Arnold Schwarzenegger - only equates to a +5 difference. If they both try to break down a DC 15 door, the commoner succeeds 30% of the time, whereas Ahnold only succeeds 55% of the time. That's a tiny difference! And Ahnold should be breaking that door down nearly every time - certainly within two rounds. With the new system, the difference is a whopping +10. No more can the commoner pose a significant threat to the Terminator in door-busting speed. Plus, the 20 strength character can, with enough time and effort, even take down DC 30 doors - a much more significant accomplishment
    • From another perspective: a DC 10 door poses just as much challenge to a 10 strength character as a DC 20 door poses to a Strength 20 character. Doesn't that make a lot of sense?
    • The biggest objection is no doubt from a balance perspective. A fighter with a 16 Strength starts with a +7 attack bonus (but only +3 damage) at character creation. That sounds like a lot, and it is - though AC is generally increased as well. I guess what I would say here is just "trust me". I think it works. The numbers for the whole system were crunched assuming these numbers, and they seem to work. Honestly, I would prefer that starting attack bonus was just a tad lower - but I think the ability to have a big difference between a strong character and a weak character is worth keeping.
  3. Ability modifier caps at 10. Ability values do not cap.
    • This is a notable downside to the new ability modifier/value system: if you allow truly monstrous ability modifiers, the system breaks at high levels. The cap solves this problem.
    • This is justifiable from a fluff standpoint. My basic argument is that there is a limit to how much ability a mortal frame can actually support. Even magic can't completely overcome the limitations of the body.
    • The cap at 10 was chosen for two reasons: it makes the numbers work well, and it mirrors the fact that the minimum ability modifier is -10 (for a 0 ability score).
    • If I ever write epic rules, the cap could be removed once you hit epic. This would create a very clear breakpoint between pre- and post- epic play which has a lot of intuitive implications that I like.
    • Capping modifiers at 10 also encourages characters to not simply devote all of their energy into a single ability score. I think this encourages more interesting/flexible characters overall.
Races
  1. Every race gets a racial bonus feat. Each race has a specific list of bonus feats that it can choose. Culturally specific racial features, such as giant-fighting and weapon proficiencies, have been changed into racial feats to separate them from inherent physical aspects of the race.
Classes
  1. Every class now has something unique that only it can do. They are better at fulfilling their "fluff" role, and it is much more difficult for a character of one class to be rendered irrelevant by a character of a different class.
  2. Null levels are basically gone. I don't think there are any left. Every class gains interesting and flavorful abilities as they grow in power.
  3. The most problematic and overly complex abilities are gone.
    • Animal companions and familiars are out of core. Yes, there is a place for them, and I plan on eventually adding them back as some sort of alternate class feature or other character option. But frankly, I can't remember the last time a player actually thought of the companion/familiar as a core part of their character. It's a lot of complexity for fairly little gain - except when it is abusable. I have no objection to letting a player who really wants a familiar to have one., and I'll make good rules when the time comes But it doesn't belong as a standard class feature.
    • Wild shape no longer exists. It has been replaced with wild aspect.
  4. Multiclassing with non-caster classes is easier: for every two levels you have in a noncasting class, you increase your spells per day/spells known in a casting class by one. This is limited by the number of levels you have in the actual casting class. Alternately, you can use this to automatically combine any two casting classes like a mystic theurge.
    • Multiclassing a caster has always been fairly stupid - unfortunately so. Fighter X / Wizard X should be a viable build - even the default option - instead of relying on convoluted prestige class chains.
Skills
  1. Spells are much less capable of rendering skills irrelevant. See below for more detail.
  2. Instead of being based on Intelligence modifier, a character gains skill points based on all of her ability scores. A high Strength gives you points to spend on Strength-based skills, a high Dexterity gives you points in Dexterity-based skills, and so on.
    • Making skill points be based on Intelligence has strange effects. In 3.5, if a character wants to be good in any particular area, she must make sure she has a high enough Int to support that. However, classes with a high number of skill points are much less affected by that limitation. In this system, a character who wants to be good at social skills just puts points in Charisma, and a character who wants to be dextrous and agile just puts points in Dexterity. Much more intuitive.
    • I also think the system just makes more sense. Does Bob the fighter really need to be very smart in order to be able to master the difficult feats of jumping, swimming, and climbing? I don't buy it.
  3. Characters gain more skill points as they level up, allowing them to learn new skillls over time instead of just getting better at the ones they have.
    • When first creating a character, many players don't know exactly what they want to do with their skills. This removes the pressure to decide at the start everything the character is going to do.
    • It just makes sense to me that characters would grow both in breadth and in depth as they gain experience.
  4. A number of skills have been merged or had their ability modifier change:
    • Appraise is now a part of Gather Information, with bits found in Knowledge (local) as well.
    • Decipher Script and Speak Language are now Linguistics.
    • Search is now a part of Spot.
    • Spellcraft is now a Wisdom-based skill, like all other perception skills. It automatically functions like a detect magic.
  5. Individual skill changes have been made as well:
    • Concentration is no longer a skill. See below.
    • Diplomacy is done more or less entirely as described by Rich Burlew. Some minor changes have been made to the numbers.
    • Overwhelming success on Heal checks can now make out of combat healing extremely rapid. Useful!
    • Knowledge (history), (local), and (nobility/royalty) have been merged into Knowledge (local).
    • When using Tumble to avoid attacks of opportunity, your result is now treated as your AC if it is higher than your AC would be. A significant nerf.
Equipment
  1. Weapon changes:[list=1]
  2. Light weapons only get 1/2 Strength value to damage, even in the main hand.
  3. Two-handed weapons (now called heavy weapons) deal d10 damage at most instead of 2d6.
    • This just helps make them more balanced against one-handed weapons (now called medium weapons) and light weapons.
  4. Weapons are divided into "weapon groups", as the Unearthed Arcana variant but with different groups: armor weapons, axes, heavy blades, light blades, bows, crossbows, flexible weapons, headed weapons, monk weapons, polearms, simple weapons, spears, thrown weapons, weaponlike spells, and unarmed weapons.
  5. Masterwork weapons no longer exist
    • Attack bonus is already high at low levels, and this didn't seem to serve a purpose.
  • Armor changes:
    1. Medium armor does not slow your speed, but penalizes your running speed multiplier.
    2. All light armor lets you apply your full Dexterity modifier. Medium and heavy armor halves your Dexterity modifier and Dexterity value.
    3. All medium and heavy AC bonuses except for full plate were increased by 1
    4. Masterwork armor no longer exists.
    5. Armor/shield spikes decrease AC by 1
    • Summary:[list]
    • Medium armor has a reason to be worn
    • Armor in general is slightly more protective
    • Medium and heavy armor penalize all uses of Dexterity (including Reflex saves), which strikes me as being more intuitive.
    • Armor check penalties are equal to what is listed on the table, not always one lower than what the table says after about 2nd level. That was weird.
    • Not all armor should be spiked. It is very strange in 3.5 that all armor is better when spiked, and definitely not intuitive/realistic.
    [/list]
  • Misc. changes:
    • Ten foot pole now costs less than a ladder.
    [/list]Combat
    1. Making a full attack is a standard action.
      • This makes movement in combat easier, encouraging a more mobile and interactive game, and is more intuitive.
    2. Attacks of opportunity are provoked by moving away from a threatening creature, not out of a threatened square.
      • It makes little sense to me that you should provoke for trying to get close to a creature. This makes movement in combat easier, encouraging a more mobile and interactive game, and is more intuitive.
    3. Flanking is replaced by overwhelm penalties: you suffer a penalty to AC equal to the number of enemies threatening you, as long as there are at least two foes threatening you.
      • This is simpler than the existing flanking rules and more intuitive (no more can you be surrounded by 4 people, none of whom get flanking bonuses). In addition, it makes large groups of enemies a legitimate threat.
    4. 5' steps no longer exist.
      • Spellcasters can longer trivially cast spells in combat without provoking attacks of opportunity merely by stepping back. This was unintuitive, metagame-y, and make casters extremely difficult to pin down. Now, defensively casting is the default option if a caster gets caught in melee.
    5. The "default encounter" is designed to last for 5 rounds on average, not the 2-3 rounds (if that) common in 3.5.
      • This dramatically decreases the "rocket tag" problem endemic in remotely optimized 3.5 play. It encourages more tactical and dynamic play, allowing time for positioning and debuffs to reap rewards.
      • If you are wondering how this is accomplished, the answer basically boils down to a lot of number crunching and tweaking of subtle things like spell damage progressions, wealth by level, magic item prices, and all sorts of fun things.
    6. Resting for 8 hours heals you for half your hit points, rather than merely 1 HP per level. This can be significantly accelerated by a good Heal check.
      • Healing rapidly while out of combat is good because it keeps the action focused on the combat instead of on tedious resource management ("How many Cures will it take to cure you this time? I guess we'll have to roll them all..."). However, it is not so rapid that characters will enter every combat at full hit points unless they make an effort to do so (including with phenomenal Heal checks).
    7. When your HP goes to 0, it stops there - no excess damage is taken from that hit. There are no negative hit points. Instead, damage taken while at 0 is considered critical damage, and can put you unconscious or kill you. Critical damage also takes much longer to heal.
      • Because being disabled only happened when you were at exactly 0 HP, it basically never happened except as a weird fluke after about 1st level. However, I think that having people stumble around while disabled and at 0 HP adds a lot of fun and interesting opportunities for roleplaying. It also makes it less likely that a fluke critical from a x3 weapon will just flat out kill you. Which, while perhaps realistic, is not all that fun (at least in my experience).
      • Critical damage taking longer to heal is good from a fluff perspective (since it represents serious physical injury to the body, rather than the reltaively ephemeral concept of hit points) and good as an encouragement to players not to take critical damage if it is at all possible to avoid it.
    8. Combat maneuvers are based fairly closely on Pathfinder's combat maneuver system. There are subtle changes.
      • Your defense against combat maneuvers is defined simply as Touch AC + BAB + Strength modifier (+special size modifier). This is essentially the same as Pathfinder, but much easier to remember.
      • Size modifiers are +4/+8/etc., like in 3.5, instead of +1/+2/etc., like in Pathfinder. A giant should be significantly more difficult to bull rush than a human - and that isn't just due to the Strength bonus. Size matters a lot.
      • Grappling is redefined (again). Hopefully this version is simpler.
    Spells, Spellcasters and Magic
    1. All spellcasting is spontaneous. Prepared casting no longer exists.
      • Prepared spellcasting was complicated, required far too much player skill to be used to its fullest extent, and make it easy to trivialize encounters by simply waiting to prepare the perfect spell for the situation. Spontaneous spellcasting means that casters feel more unique, are easier to play, and are less likely to accidentally (or intentionally) "break" a story.
    2. Spells which have an inordinately long casting time, have generally noncombat effects, or which would never be worth taking in a spontaneous system are now "rituals". Rituals do not take up spells known or spell slots, but require material components to learn and cast.
      • One major downside of a fully spontaneous system is that spells like continual flame or bless water would almost never be worth spending a spell known on. However, they are things which one might reasonably expect a spellcaster to be able to do. Rituals fill this gap.
      • Rituals also mean that a caster's combat ability and ability to do "fun" spells is not impeded by the need to cast endure elements on the entire party to go adventuring in the Arctic Wastes, and doesn't need to waste one of his powerful and mighty spell slots doing the grunt work teleport that the entire party benefits from. Why make one character pay a significant cost for something that the entire party gains significantly from? Rituals make being a spellcaster more fun.
    3. All spells scale more consistently with level and remain useful for longer. Caster level caps are gone and save DC is based on caster level instead of spell level.
      • Caster level caps have always had really screwy effects on spellcasting. For example, why should an empowered fireball at 10th level do 15d6, while a cone of cold does 10d6? This is wildly unintuitive. Higher level spells do somewhat more damage than lower level spells, but are primarily differentiated by the fact that they get additional effects, more range, wider area of effect, and so on. For example, cone of cold can also fatigue creatures struck.
      • Additionally, making spell save DC no longer dependent on spell level is much easier to keep track of and has other minor positive effects.
    4. Many spells, particularly spells which deny actions, only have their full effect on "bloodied" creatures (at or below half HP) or on foes which fail their saves by 10 or more.
      • This integrates spellcasting much more thoroughly with combat. A well-placed spell at the start of combat can no longer end a fight before it starts. Instead, it they can make the fight easier and end sooner. However, dealing damage is almost always a relevant concern.
      • Example: Hold Person now slows healthy creatures and paralyzes bloodied creatures.
    5. Almost all "action denial" effects can only affect bloodied creatures.
      • Spells which completely deny actions are not fun for players who are taken out of the fight, and can render challenging encounters trivial if the enemy is prevented from ever taking significant action.
    6. Spell ranges and durations no longer scale with caster level.
      • This makes the process of casting a spell simpler, since your range doesn't change every time you level up. There are better ways to use caster level.
    7. Caster level in general is more variable, with feats and magic items to affect it.
      • Originally, there was little "customization" you could do to represent being better in some areas than in other areas. The only things which did this were far away from the core rules, and often relatively esoteric or unusual. Now spellcasters can have as much individual customization as non-spellcasters.
    8. Spell damage formulas were completely redone. Area of effect spells now generally do 1/2 the damage of single target spells, and Empower and Maximize no longer exist.
      • In 3.5, a mage could trivially one-shot himself without much effort thanks to spells like scorching ray, particularly when empowered. That isn't a healthy game dynamic. Additionally, area of effect spells were ludicrously powerful against large groups. That wasn't always a problem in 3.5, since the "default encounter" was against a single foe. However, in Rise, the default encounter is assumed to be against a number of foes equal to the number of PCs. AOE spells needed to be toned down, or they would vastly outshine normal spells. Fireball is still powerful - but it can't end an encounter by itself.
    9. Spells are generally much less capable of rendering skills irrelevant.
      • Skills are a huge part of the game, and spells have often walked all over skills except when the skill numbers were ludicrously optimized. Due to a combination of individual spell changes and a spontaneous system instead of a prepared system, skills in general are more useful.
    10. Spell resistance is now tied to a specific saving throw. The caster effectively "rolls his DC" to beat a number equal to the creature's SR + its relevant saving throw modifier. (This means SR ranges from 1 to 20 instead of automatically increasing with level.)
      • Spell resistance was just a blanket "screw you" to casters. This means that a caster fighting an enemy with spell resistance still has a chance to affect it - the caster just has to make sure they are using spells which target its weak points. This means that it limits the caster without completely shutting his offensive ability down.
    11. Concentration is no longer a skill. Instead, it is an automatic feature of spellcasters. Defensive casting is automatic; failure means you provoke attacks of opportunity normally, not fail the spell. DCs are based on double spell level instead of spell level.
      • Concentration does not belong as a skill; not taking it as a spellcaster is sufficiently dumb that it shouldn't be an option unless you really, really know what you're doing. Having it as a skill is just a trap for new players who don't know enough to take it.
      • The choice whether to defensively cast or not to defensively cast is a very mechanical and slightly metagame-y decision. I have never found it easy to explain to new players, and I'm not sure it makes sense. Automatic defensive casting, where failure means you provoke, is more forgiving and (I believe) more intuitive.
      • Overwhelm penalties also apply to Concentration checks. If you are surrounded by eight armed warriors, you're going to have a bad time.
    12. Invincibility is extremely difficult or impossible to get through spells.
      • Flight spells were increased in level and shortened in duration. No PC ability in the game gives flight for longer than about 5 rounds at a time, allowing noncasters to "wait out" the duration of the flight and still be alive to pummel the flying character.
      • Several huge defensive spells, such as mirror image and greater invisbility, were toned down in effectiveness and made less game-breaking.
    13. Nearly all spells were changed to some degree. A very brief summary:
      • Complicated effects were simplified (mirror image) or removed (no magic jar).
      • Spells which can shut down combats (web, solid fog) were nerfed, primarily by making them easier to escape.
      • Caster self-buffs were diminished in power to prevent them from overshadowing fighters (divine power)
      • Many spells changed level to make sure spells are balanced.
    14. Spell schools were rebalanced and refluffed slightly, increasing the power and versatility of neglected schools (Necromancy and Enchantment) and diminishing the necessity of other schools (Conjuration and Transmutation)
    15. The cleric and sor/wiz general list is smaller, but both classes can gain limited access to additional spells: each cleric domain gives two spells per level, and there is a "specialist list" of spells which is only accessible by sor/wiz class features on a limited basis.
      • This makes different casters feel more unique and limits the complexity involved in choosing spells known.
    Magic Items and Wealth
    1. Wealth by level is significantly decreased (at least in the 15-20 range) and actually based on a formula that scales at the same rate as magic item prices.[list=1]
    2. High level characters in 3.5 have ludicrously high wealth by level. Keeping WBL tied directly to magic item price scaling makes it much more reasonable.
  • Many magic item prices have been decreased. The formulas for creating magic items based on spells have been revised with significantly more modifiers to accommodate spells of various types, and then followed fairly closely when determining magic item prices.
  • Weapons and armor now track enhancement bonus and special ability bonuses separately when determining the price of the weapon. For example, +3 full plate with a +2 special ability costs 14000 (9000 for the +3 enhancement, 4000 for the +2 special ability, and 1000 for the full plate).
  • Weapon special abilities no longer directly add generic damage. Instead, they add unique abilities to the weapon.
    1. Special abilities shouldn't be just a more efficient way of increasing the weapon's raw attributes. They should be for special abilities - stuff that makes the weapon interesting and flavorful.
    [/list]
  • I am still in the process of editing and finishing the system, so there will be occasional mistakes. However, it is 90% done, and I am very interested in seeing what people think!