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What 10 rules would you add/change to D&D?

Started by Libertad, December 31, 2012, 11:00:35 AM

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Libertad

Edit: Add/Change would be a better title for this, as not all of my things are pure additions.

If you could add/change up to 10 rules to your favorite edition of Dungeons & Dragons, what would they be and why?

I'm thinking more in terms of general rules, as opposed to specific spells, magic items, etc.

This is what I'd do for 3rd Edition:

1.  A Tome of Battle system for noncasters, except with ranged and area of effect attacks.  And some out of combat utility stuff.  And ways of improved mobility, like getting Burrow, Swim, and Fly speeds.  Doesn't necessarily need to be "magic" as in Vancian spellcasting, more like the Monk class getting persistent and limited-use abilities through training, meditation, conflict, etc.

2. Folding needless and superfluous skills into existing ones.  For example, fold Knowledge (Nature) into Survival.

3. A limit on the purchasing power of gold, in that certain powerful magic items (and not just artifacts) can't be bought on the market, only gained through adventuring.

4. Magic items which scale in accordance with level, so that +1 weapons won't be so underwhelming.

5. I'd use Oslecamo's Improved Monster Classes for monster PCs.

6. Power Attack and Combat Expertise are available to all, and Power Attack can be used with light and off-hand weapons (and is always traded on a -1 attack/+2 damage basis).

7. Give out some of the weaker feats for free to avoid feat taxes.  Improved Unarmed Strike, Point Blank Shot, Precise Shot, Eschew Materials, and similar feats should not use up a valuable feat slot, and are gained for free.

8. Characters with a BAB of +6 or higher can take a move action and full attack in the same round.

9. Full attacks are made at a 0/-5/-5/-5 penalty instead of a 0/-5/-10/-15 penalty.

10. Bull rush, disarms, trips, and similar combat maneuvers can be performed by anyone without provoking attacks of opportunity.  Additionally, they can be performed in addition to a normal attack with a -2 penalty on the attack roll.

What would yours be?

Sacrosanct

1. The rules are guidelines only.  Play the game how you want.

2. The rules are guidelines only.  Play the game how you want.

3. The rules are guidelines only.  Play the game how you want.

4. The rules are guidelines only.  Play the game how you want.

5. The rules are guidelines only.  Play the game how you want.

6. The rules are guidelines only.  Play the game how you want.

7. The rules are guidelines only.  Play the game how you want.

8. The rules are guidelines only.  Play the game how you want.

9. The rules are guidelines only.  Play the game how you want.

10. The rules are guidelines only.  Play the game how you want.
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

soviet

Start with second edition.

1. Add background themes from D&D Next.

2. Refocus the saving throw types to FRW from 3e, but keep them primarily class-based so that stats don't become overly important.

3. Add 1 GP = 1 XP from 1e.

4. Add the whole DMG from 1e.

5. Make level drain slightly easier to recover from (not an automatic thing, just make restoration a lower level spell).

6. Clarify how accidentally setting off pit traps etc work (seriously, it's not in the text at all).

7. Expand specialisation categories to either melee weapons, thrown weapons, or missile weapons so that fighters aren't boned when they find magical weapons they can't really use effectively.

8. Replace THAC0 with ascending AC but keep the same basic % hit chances the same - so just re-present the existing maths.

9. Anyone can multiclass as it works in 2e, and anyone can dual class as it works in 2e.

10. Give humans an extra bonus of some kind to make up for how shit they are (maybe an extra background theme).
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Arturick

Sacrosanct, you need to let me know if you ever run an online game so I can join in and tell you what happens to my character.

Sac:  "You fell down the 30' pit and died."

Art:  "Nope."

Sac:  "What do you mean, 'Nope?'"

Art:  "I follow the Sacrosanct philosophy.  The rules are only guidelines.  Play the game how you want.  Death by misstep + gravity makes for a lame story."

Benoist:  "WARGHBLARGHL!!!!!"

Sacrosanct

Quote from: Arturick;613225Sacrosanct, you need to let me know if you ever run an online game so I can join in and tell you what happens to my character.

Sac:  "You fell down the 30' pit and died."

Art:  "Nope."

Sac:  "What do you mean, 'Nope?'"

Art:  "I follow the Sacrosanct philosophy.  The rules are only guidelines.  Play the game how you want.  Death by misstep + gravity makes for a lame story."

Benoist:  "WARGHBLARGHL!!!!!"

:rolleyes:
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

danbuter

Quote from: Sacrosanct;6132191. The rules are guidelines only.  Play the game how you want.
2. The rules are guidelines only.  Play the game how you want.
3. The rules are guidelines only.  Play the game how you want.
4. The rules are guidelines only.  Play the game how you want.
5. The rules are guidelines only.  Play the game how you want.
6. The rules are guidelines only.  Play the game how you want.
7. The rules are guidelines only.  Play the game how you want.
8. The rules are guidelines only.  Play the game how you want.
9. The rules are guidelines only.  Play the game how you want.
10. The rules are guidelines only.  Play the game how you want.

Wow. What an incredibly useless post.  :rolleyes:

For me:

Start with 2e.
Make AC ascending.
Change saves to Fort/Will/Reflex.
Boost Thief skills a bit so they aren't useless at low level.
Add in more player races.
Add in some of the good stuff from PO:Spells and Magic.
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Sacrosanct

Quote from: danbuter;613227Wow. What an incredibly useless post.  :rolleyes:

It was a bit tongue in cheek, but the question was what rule I'd add, and my favorite edition doesn't really need any ;)
D&D is not an "everyone gets a ribbon" game.  If you\'re stupid, your PC will die.  If you\'re an asshole, your PC will die (probably from the other PCs).  If you\'re unlucky, your PC may die.  Point?  PC\'s die.  Get over it and roll up a new one.

The Butcher

This old post describes what my Platonic D&D looks like. Not sure if it's more or less than 10 rules.

talysman

Start with 0e, three LBB classes + Thief (but maybe not the Greyhawk version.)

  • Class is not profession. Add freeform backgrounds to represent profession and distinguish one fighter from another fighter (or any class from another example of that class.)
  • If a player still can't find the right class, make new classes by mixing old classes, or reskinning abilities of old classes. New classes can't have more abilities than the basic four.
  • No rolls for plain old success. If a character can theoretically do something, they can do it. Roll only if there's a risk of something going wrong or there's a chance of something special happening (use 5+ on 1d6 as basic roll for just about anything.)
  • Give a +/- 1, 2, or 3 when one side clearly has more advantage in a situation. Otherwise, don't worry about precise bonuses/penalties for elements, and keep bonus inflation under control.
  • Don't stack bonuses. +2 Armor and +3 Shield doesn't give you Armor + Shield +5.
  • Use the standard magical research rules with a multiplier or divisor for miscellaneous research or training costs. Let characters add non-class abilities through research/training, instead of skill points, feats, proficiencies, or munchkinized classes.
  • Don't let players game the rules. Let them game the environment. If a player wants to do something (and it's possible,) let them do it, with any logical consequences of their actions. Don't punish players for thinking of stuff you didn't.
  • Give xp for saving people (same as if they were slain monster.) Give xp for other wealth recovered (tame wilderness area to establish trade route = gp value of trade route.) For miscellaneous plans, give xp equal to 10 x ability score used.
  • Don't add other rules unless they cause something to happen in the game world that is relevant to that world.

Bloody Stupid Johnson

Maybe start with BECMI/Rules Cyclopedia Basic.

1) Use D20+mods for attacks and checks. 6 categories of saves based off the ability scores, including perception saves and Str-saves to avoid being grabbed.
 
2) Optional point-buy character generation; perhaps split say +4 total modifiers across the stats and then receive the minimum stat that gives each modifier.
 
3) Use General Skills, but based off d20+mods instead of roll-under;  +4 to a check for being trained and +2 per extra slot spent, but no adjustment for level. Maybe add a chart or two to random-roll general skills for PCs/NPCs if desired, as an easy background generator.
 
4) Possibly a small set of class-specific skills for each class, for handling thief skills etc. For this maybe something like how Gamma World 4E (1992) did skills. That should give level-based benefits, but without the level-based skills turning into the core task-resolution system.
 
5) Separate Race and Class for dwarves, elves, etc. Keep race-as-class for monster characters like centaurs or pixies, with monster statblocks listing both the normal monster level, and abilities level-by-level so the GM can advance them up/down easily.
 
6) Allow multiclassing between classes with AD&D rules, splitting xp 50/50. Monster characters who have a class as well (i.e. the mind flayer wizard with both psi-powers and magic) would also be treated as multiclassed.
 
7) Replace weapon mastery with the 2nd ed. weapon proficiency system (including weapon specialization for fighters only).
 
8) Add special manuever rules from the 2E Complete Fighter as optional rules to allow for parries, called shots to specific locations, Disarms, Grabs, weapon pins, etc, with a few tweaks i.e. Parry = opposed attack roll and needn't be declared in advance, Grab = used opposed Str saves. The GM can keep these rules out of player hands if desired and just use as guidelines to interpret anything dodgy they try. Penalty to attempt a stunt = weapon non-proficiency penalty (-2 to -5 depending on class) instead of a flat -4.
 
9) Add 2E Combat & Tactics critical hit tables, with caveat the GM can choose a result that would be appropriate, if that would be logical.
 
10) Either import a few classes like ranger or (probably 2E) bard, or list a limited number of 'subclasses' for each class, with each having a couple of the basic special abilities  for the class replaced with something slightly different and perhaps an additional hindrance or too - so Magic-User (Sorcerer), Thief (Bard), Fighter (Amazon) ? etc.

JeremyR

I'm actually in the process of doing this (it's not that hard, you can just copy and paste stuff from the various retro clones thanks to the OGL). The biggest hassle are the spells and spell lists.

Start with 1e, basically.

1) Ascending AC
2) Ascending Saves
3) Ref/Will/Fort Saves instead of 5 (OD&D) or 1 (S&W)
4) Let anyone multiclass
5) "Fix" the broken classes of 1e (Thief, Druid, Bard)
6) Unified XP table
7) Skill list more like BECMI
8) Skill success based on save+attribute bonus (like to pick a lock it would be reflex save+dex modifier compared to a DC, probably 20, but depending on difficulty)
9) Magic items are created by master craftsmen rather than MUs
10) Feats, but no feat chains and more significant (1e style weapon specialization would be a feat), while many of the 3e combat feats are built into combat (cleave, power attack, whirlwind attack, etc)

Bill

I will assume Op means 3rd edition.


3X in all forms is my least favorite version, but I am comfortable running it when players demand it.

My added rules:

Power attack has an AC penalty in addition to hit penalty.

Most feat and prestige class prereqs removed.

Dogs are not the only creatures that have Trip.

GM has final say, not rules.

'Trip' builds die instantly.

Characters with a 'Build' die in slow agony.


Ok, last two are not literal; but discouraged.

jibbajibba

Well starting from 2e

i) remove all classes outside the base 4 of Rogue, Fighter, Priest and Wizard
ii) Create a toolkit that alow you to create kits/subclasses under each that you can use to create Rangers, Druid, Paladin etc but under the asumption that all PCs come from a kit/subclass ie everyone has a subclass be that Ranger, Gladiator, Rune Mage or blah blah.
Remove Dual classes and multiclassing the subclass/kit method should be enough to create stealthy fighters, combaty wizards and the like.
iii) Remove all races and create a race toolkit that allows you to build any race from Human to Lizardman and for them to have parity.
iv) Unified XP tables
v) Ascending AC
vi) F/R/W saves
vii) Unified Skill mechanic I don't mind if is works on a % like the thief's skills or a d20 but having different systems if daft as is a professional thief having a base 15% at first level to do skill 'A' whereas someone with a NWP might have 80% at another skill 'B' they are not professional with at 1st level.
viii) Reduce the cost of everything by a category of coin GP -SP , SP - CP etc and reduce random Magic items by about 80%
ix) Add a defense adjustment that increases with level like the attack bonus of thaco
x) rethink hit points. Start with 1d6 at 0 level these are physical (you may wish to set to a hard number). Then all HP gained are due to skill and represent luck, skill etc. not physical wounds. set a threshold after which damage can go straight to these points as wounds. The precise mechanic may be just when all HP are consumed or may be a %  say over 50% of HP or may be a figure say like the old 50 HP save or die in 2e. Allow this number to be configurable by the DM to set lethality
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GameDaddy

1) All NPCs and creatures have a morale value and must make morale checks to remain in combat each round when they lose 20% or more of their HPs. (Slaughters to the last man are rare in any combat situation)

2) PC's are unconscious at 0 HP, and dead when they lose additional hp equal to their constitution. They automatically lose 1hp per round and 1 additional hp/rd for each hit they receive after going below 0 unless they are healed or treated.

3) Magic Users don't automatically gains new spells when they level up. They have to research them, have another MU give them the spell, or they have to steal the new spell.

4) Fighters must train and practice to become proficient with new weapons.

5) New Skills (and feats) must be learned, not earned.

6) XP is awarded for skills use, less XP if the skills challenge is failed.

7) Players have to describe in detail any attempts at combat, acrobatics, research, stealth, persuasion, trade, and diplomacy so the GM can properly determine which skills/feats or Combat styles are appropriate for the situation at hand.

8) The game world should contain multiple factions that use different currencies and standards. Yes this slows play somewhat, however the alternative breaks immersion as well as player focus.

9) Not every situation should be winnable for the players.

10) Players should be able to make up new character classes or archetypes in every game.
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Vortigern

Having somewhat bastard players my main change would be more philosophic. Basically D&D-rules will be the observable rules in their universe and anything that seems unrealistic to them as players is completely natural to the characters. I.e: hitting a much higher leveled character with a sword will barely break the skin, even if he's naked (unsporting, aren't you?). The characters are free to have theories why this might happen. Probably chi. Or magic. Or both. Killing stuff and overcoming challenges really gives you more power, probably gods meddling. Improved Evasion? Probably done with mirrors.

I'd make levels and XP something that only protagonists and anagonists get. An npc librarian would learn stuff by reading and studying and never get to level up or learn to fight. The people chosen by the gods (probably) to level instead would use the regular rules.

Lots of spells like cure disease, raise dead, create food etc would only work well for the god-touched people that leveled up. This saves me lots of trouble when it comes to explaining why magic hasn't taken the place of technology.

I'd consider stealing the alignments from Stormbringer. There you have just Chaos versus Law (with Balance in the middle). Both Law and Chaos are probably evil (but often think they aren't). Even Balance has it's bad days.

I really like the idea of weapons that scale with user level. "This is my fathers sword" and all that. One might even level them based on their history... "This is the sword that struck Sauron and shattered, now reforged to take vengance". Sounds like it could make for cool plot-points.

I'd probably give fighters some spell-like abilities on high levels to even out things against magic-users; and possibly some buff for magic-users on low levels for good measure.

Most scrying, premonition and similar things I would drop. They are just annoying to me as a lazy GM.