| AZRogue |
Sorry if this seems a silly question, but I'm wondering how far is too far when it comes to where we'd like the game to go. How close do we need to stay to the 3.5 rules?
For instance, some of the things I'm looking for are:
1. Simplified rules, with complexity available to add in as desired (in sidebars?). If there's simplified rules detailing monster creation (see next entry) then add more traditional monster type/add hit dice/bab/feats/skills/special abilities/bonuses methods in a Sidebar. Or do it the other way around and have the Simplified version in a Sidebar. Just so it's there and people who like Simple and Fast versions of one thing, but complex rules for another, can pick the option they want.
2. Faster monster creation. I'm hoping for faster monsters all around, as in you know based on its level that it's BAB should be between, say +13 for easy to +16 for difficult. That sort of thing. Average damage per round for a certain level, 8 easy to 14 difficult.
3. Minimal Stacking. By this, I would like to go away from stacking Luck bonuses with Deflection, Enhancement, Divine, Natural, Inherent, Racial, Feat, Skill, Synergy, Circumstance, and whatever else out there.
4. Minimize the GAP. I want the difference between attack bonuses at higher levels, between different classes, to be kept to a minimum. If one BAB progression was used, for instance, a Fighter might get a +2 or +3 bonus to Attacks at the start but, since the progression is the SAME (He's still only +3 BAB compared to anyone else at 20th level, for instance) there's less need to make enemies with such high ACs, for the fighter-types, that everyone else basically needs a 20 to touch them.
5. Allow the differences in the Classes (beyond the SLIGHT difference at first level, like the Fighter's +3 BAB bonus, which remains constant his career) to be achieved by Feats and Skills. A Fighter with only a +3 bonus to BAB over anyone else will STILL have a much higher attack once you factor in Feats, Class Abilities, Ability Scores increasing, etc. Why increase that GAP more than is necessary when characters are going to be doing that on their own as they level through other means?
6. I think the same should hold true with Saves (still using 3.5 saves, I imagine) so that one Save progression table could be used and each Class is given one Save they excel in (so, +3 bonus or so?) and allowed to choose other bonuses to make them distinct through Feats to improve their Saves. This will also minimize the GAP. Also, there could even be tough decisions added to the game where the only way to Increase a Save would be to Decrease another Save. You want to Improve your Fortitude Save by +2? Your Will decreases by -1. Allows for some real customization.
7. Add in a Background Mechanic of some kind to help with Skills (and to avoid the SAGA Skill system because PRPG should be unique to itself). A big complaint of mine was always that there were never enough Skill Points to make taking INTERESTING CHARACTER Skills worth it instead of taking USEFUL COMBAT or Class based Skills to Optimize.
Everyone chooses a Background and that background will have a Skill List and a number of Skills (like a miniature class skill list) and the PC can choose from that list before moving on to his Character Class's Skills. Does this make sense? Gives a way to add in the fact that you were a very good Swimmer when you were a kid and used to spending nights out on the tundra, for instance, before you get to your Class Skills and spend those as you get down to business.
8. Make Combat faster. And by faster, I mean only that combat should not take too long before the next player gets his turn. Also, promote movement instead of static combat. I would love to do away with Multiple Attacks per round based off BAB only. Instead, allow Feats to grant extra attacks under certain circumstances, definitely at higher level, and do away with the Full Attack Option; just remove it completely.
9. Rework Healing into three categories: Magical (like the Cleric, which we all know already), Skilled, and Inspired.
9.a. Magical healing would be king, of course. We all know magical healing and how it works. I don't have a problem with 3E style magical healing.
9.b. Skilled Healing (based off a reworked Heal Skill) would allow a Skill check to bring back SOME of a character's damage (never all). For instance, after each Encounter, instead of Healing Surges (I hate those), a Heal check could be made with bandages, ointment, stitches, etc. Healing in this way could heal up to 1/2 a character's damage, no more.
9.c. Inspired Healing. This should be an option to those parties that do not have a Cleric but need a bit more than just some good Heal Skills in the group. Allow Inspired Healing (feat, or another Class, I don't know) which grants Temporary Hitpoints that last until and encounter is over (until the Adrenaline has worn down).
This would allow parties without a Cleric to use Inspiration/Adrenaline during combat to keep people up with temp hit points and, after the fight, allow the injured to at least recover a significant portion of their hit points but never all (still injured). I think this is a good balance to start from and fine tune.
10. Make magic items truly ... magical. And by this I mean don't factor them into the "math" of the monsters' AC, or Attacks, or anything. If a character actually GETS a powerful +3 sword of whatever, that +3 should be special BUT not earth shattering because the gap between bonuses between Classes is minimal.
This is another reason I would like to "Close the Gap" when it comes to the numbers. When it comes to BAB, Saves, and even AC, I'd like there to never be more than a +2 or +3 difference between the Classes AT EVEN 20TH LEVEL. Any FURTHER bonuses are derived already through Feats, Magic, Items, etc. If the gap between base numbers for the Classes are already far apart, they become EXTREMELY far apart at higher level when you tally up other factors. Keep the initial difference small, no matter the level, and the add on adjustments will be more than enough.
11. Keep the game away from the "mat". Don't add any rules that lend themselves more to battlemat and miniature play than they need to be. Don't prevent people from using miniatures, but design with the default of no miniatures first and foremost. This could prove a critical difference between PRPG and 4E and would attract those who really dislike the focus on miniature/table-top battlemat play.
12. Add Racial Feats. Allow certain racial ideas and options that, while too powerful to have at first level, can be chosen by a PC as a Racial Feat at higher level when they are appropriate.
These are all I can think of now, but I know I have more. My question is this: Are these ideas too off base? Would they take the game too far from 3.5? I don't think so but my opinion might be in the minority. I really want Paizo to succeed with this and want to know if my ideas, and where I'd like the game to go (faster, easier, more options, less of a "gap", and play that does not break down at higher level) has a place. It might be that I'm hoping for too much change and I don't want to hinder the process if that's the case.
| John Robey |
For me at least, the "dream solution" is a very streamlined game [1] that can "import" regular 3.5 critters and stat blocks with some quick formulaic tweaks (e.g., "hit points go up by X amount; damage goes up by Y amount; attack bonuses, saving throws, feats, and skills remain unchanged" or whatever the formula ends up being).
That way, I can create new things within the framework, but if I'm pressed for time I can still pull a copy of Dungeon off the shelf and hit the ground running.
-The Gneech
[1] I keep using Star Wars Saga Edition as my example here, because it really is very good. Fast, flavorful, and you can make a complete, rules-legit, high-level foe in 15 minutes. Its one weakness is that it doesn't direct-import well -- but as building foes is so fast and easy, that's not really as big a problem as it may seem.