Observations from the Deep Ethereal
Current Project: Revising D&D 3.5
by , 03-06-2010 at 06:54 AM (851 Views)
Most everyone will admit that D&D 3.5 is very flawed; from unbalanced classes to a CR system that doesn't work, from skills that are useless to the 15-minute work-day, from the need for some kind of healing (though not necessarily that of a cleric) to the ability for characters who are balanced to a per-round environment to go for twenty encounters without a need to stop as long as they were getting healed.
In short, there are many problems with the system, and as of yet no published or homebrew work that I've seen has completely fixed it. There are some insightful changes here and there, and some of those I've taken and incorporated into a new system revision which I'm working to finish. The system has some main points it stands by:
1. Encounters are challenging, but not deadly. 1 enemy per PC, with changed enemy stats to allow for very quick and easy monster creation. That also means that "I win" effects need to go (or be toned down), a conundrum I had until I hit on an idea that would allow them both to be balanced by the DM on the fly and not be able to solo an encounter on their own. I also created standardized monster table stats which one could compare to the level of the PCs and easily create monsters that have stats that will challenge the players without killing them.
2. 15-minute workday should be gone. To that end, I've changed how spellcasters work a little, as well as added balancing effects to how effects change characters. In tandem, I've added a a way for meleers to heal themselves (limited) so that one doesn't need a healer whatsoever--though life becomes much easier with one.
3. Allow every character who's built intelligently to be useful at every level of the game. For this to work, I boosted medium-BAB classes with an encompassing fix, and removed blanket immunities from most monsters so that certain characters would be less effective against them, but still be able to contribute.
4. Make treasure less of a hassle for the DM while keeping everyone at the WBL (wealth by level) they should be at. For this I created standardized tables of "bonus effects" that PCs automatically get, allowing them to stay where they need to be as far as the Big Six are concerned.
I've got most of the rules and fixes down--just need to codify 'em with design notes and explanations and such.





