
Bugoo |
First I must say I am extremely happy that someone is sticking with a version of third edition, and I believe that you will create an excellent product. I do have a handful of suggestions for you though. Also let me say any numbers are there just to be there and are probably inaccurate.
First, I believe you should try to keep the power level of the characters fairly close to those in third for the most part. I think you should increase the starting power of characters but keep the scaling similar. What I mean is this, you can change first level characters into fourth level characters, but adding one level should have the same power increase in either edition, or at least be close. This allows a DM to use more monsters per encounter (making conversions extremely easy) and keeps monsters scaling properly (so that at level 20 balors are still scary in some regard). I would recommend increasing power to level 2 or 4 as the base as this would allow 2 or 4 cr 1 monsters to become an appropriate encounter for the new and improved first level characters.
Secondly, I feel most changes should be general enough and come with guidelines so that modifying classes and prestige classes that you yourselves cannot without violating the OGL remains a simple endeavor. Your change to the size of hit die is a good example of this. Now classes that can be modified with a lot of flair should be, but keep simple, easy to use, five minute modification guidelines for other non base classes. This also refers back to my first statement. If you increase the power of the core classes from level to level, all other classes must be granted a host of new abilities to make up for it. This would be bad as I have a hexblade, warlock, and favored soul at the moment.
A good way to make changes such as these would be to utilize the feat system. Now I know this goes against what I was saying with my first point, but I’ll get back to that. Lets say you give classes with full base attack a bonus combat feat every 4 levels. Then you make a fighter specific feat (that may be taken instead of a bonus combat feat) to grant the new weapon and armor training abilities. Classes with a 3/4ths base attack bonus gain a bonus combat feat every 6 levels?? Then say classes that deal precision damage gain a bonus ‘precision’ feat every 4 levels. Convert the rogue talents into feats. Now a scout can take them. For wizard and cleric domain effects I have another proposition. Force them to sacrifice a spell slot to gain the bonuses or abilities power. You can make a the ability require a specific slot or have the bonus boosted by using a higher level slot. This would not work for the abilities that are ‘cast x 1/day’ but I feel those abilities are fairly lame anyway and should be replaced with more interesting, unique, effects. Perhaps even turn these into feats which they get a bonus one of if they are a full caster every so many levels. BAM my scout, hexblade, favored soul, etc are all easy to use with minim conversion AND I can add specific feats for them to take if they so choose. Now one downside to this is it does cause some character power increase. Perhaps monsters should have bonus feats they can choose (general, easy to use ones) based off of type and CR, or perhaps have a simple monsters add ½ cr to HP and damage? Or find another place to take power away from the characters, perhaps in the form of magic items which I’ll get to later.
Third, one big thing third edition needs is a resource balance. Casters run out of juice, melee characters never do. Perhaps the combat feats all draw from a general pool and you can only use them (combined) 10+BaB+con number of times per day. For casters make more of the domains as many times per day as you want (put a cap on lower level ones) to give them the equivalent of an always use ability. Or maybe let them be used times per day = 10+caster level or something like that. Perhaps this is unnecessary.
Fourth, try to round out the power scaling of martial and casters. Increase the power of low level casters, reduce there power at higher levels, or increase martial higher level power. My suggestion to allow casters to last longer by using spell slots to power there domain abilities would go a long way to fixing this, as does the addition of the combat feats. The other thing I would do is force first level spells to use the recommended dice for damage, and I would change the spell dice damage equation. Singe target = d8/Clvl, AoE = d6/Clvl, Save or Die = 8 damage / level (single target, AoE 6 damage), not sure on the save or die.
Fifth, try to fix more of the problems. One thing many people complain about is the magic item Christmas tree. I suggest at every 4th level, when you gain a stat increase, all stats increase by 1, and one (or two) increases by 2 instead. Also, add a defense bonus (1 every other level? One every fourth for AC?) to apply to all saves, touch ac, and general ac. This allows you to eliminate ALL stat boosting items/spells (maybe save some of the spells) AND grants a better scaling. This also allows touch ac to scale with levels, and you can remove rings of protection or amulets of natural armor (I’d keep the rings). Also, it allows stats to scale a tad bit better (to avoid a ten point disparity). I do not feel base attack needs changed as iterative attacks tend to smooth over the large disparities. Also, modify save or die spells, make all save or suck spells to allow a save retry every round, etc. I’m sure there are other large problems as well, but I have faith you’ll find them.
Sixth, do NOT fix things that a decent DM can fix on there own. 15 minute adventure day comes to mind, but I’m sure there are other things as well.
Lastly, let me say good luck and I’m really hoping you guys make something amazing. I know my post is long and wordy and I will refrain from such a large post in the future. I cant wait to see what direction this will a go in!