More AD&D Feel [Archive] - Wizards Community

Post/Author/DateTimePost
ShinoAburame

10-01-07, 01:10 PM
It's not as "customizable" as 3.5 has tried to force D&D classes to be, but it makes them feel like they were intended, and at the same time gives balance to the classes. I've brought it down to four.

Spellcasting:
Both wizard and cleric cast spontanously. They both now adhere to a "charge system". The charge system works the same for both and gives them both the same amount of spells-per-day, they can cast a number of spells per spell level equal to thier key-casting stat -the spell's level.

So say a level 1 wizard has an 18 intelligence. He can cast 18 level 0 spells and 17 level 1 spells.

WIZARD
Does not need to use books to mesmorize spells.

CLERIC
Weapon profficientcy: Only startsout with proficienty with diety's favored weapon.

FIGHTER
Hit die d12
Bonus feat every level
Any feat from the [General] category
Gains +1 to normal damage rolls per even fighter level
At eighth level normal attacks make the foe roll a fortitude save DC of 13 or become fatigue (if already fatigue, become exhausted)


ROGUE
Hit die d8
At first level can apply poison without 5% penalty
Add an additional die to normal damage rolls at fifth level
(For example, a greatsword normaly deals 2d6 damage, now it deals 3d6 damage)
Add an additional x1 to critical damage multiplyers at seventh level
(For example, a club has a x2 multiplyer, now it has a x3)
Lower the requirement for a critical hit by 1 at thirteenth level
(For example, a dagger was triggerd critical by 19-20, now it's triggerd by 18-20)


Massive Damage (Magic)
There are now two varaints of massive damage.
Massive damage triggerd by normal attacks, which has to be greater then your con score
And massive damage triggerd by magic damage, which has to be greater then your charisma score

Both require a fort saving throw of 15

Standarized Weapons:
Some weapons now have a wisdom or charisma score requirement before you can use them properly. Even if you have proficientcy with the weapon, you are treated as though you don't unless your stat is appropiate.


Evidently I tried to make charisma something you wouldn't automaticaly consider for a dump-stat, but it really only works well at lower levels. At higher levels it's still utterly useless.
CCS

10-01-07, 01:26 PM
Not too horrible, but have you considered what the 18 int. mage will be able to do once he attains 3rd+ lv spells?
Do you REALLY want them to sling 15 lightning bolts/fireballs per day?
ShinoAburame

10-01-07, 06:21 PM
Not too horrible, but have you considered what the 18 int. mage will be able to do once he attains 3rd+ lv spells?
Do you REALLY want them to sling 15 lightning bolts/fireballs per day?
True, but I wasn't too worried about PC power, just balance between the players.

As far as what I can throw at them I can always rule zero. There's no law that says kobold cannot have a breath weapon or disease bite. ;)
Puggins

10-02-07, 07:11 PM
Are you seriously expecting the fighter to be balanced with a wizard that will be able to cast 10+ 9th level spells at 17th level?

The spellcasters in 3.5 are already unbalanced. This won't send them over the edge, it'll plunge the entire planet into an unending abyss of spellcaster godhood. At 9th level and beyond you'll see wizards casting two spells a round during the ENTIRE combat. Quickened Enervations followed by Energy Drains will become the order of the day. Your average CR20 mob will be at 8 negative levels before he even acts. He'll likely never get to his second action, as the wizard pours on yet another set of 8 negative levels.

It'd be a massacre.
Teh_username

10-03-07, 02:36 AM
More AD&D Feel
We are not in Soc 101 discussing the Sapir-Whorf Hypothesis. Please cease in re-defining terms, such as "AD&D Feel", without regard to the ability for others to read and comprehend your posts.
Cantankerous

10-03-07, 09:28 AM
There is no AD&D feel to this anyway and it is FAR less balanced than basic 3.5.

The Wizard, by 6th level, will own the battlefield. Sure the Fighter can now kick out a bit more damage than before and do a few more interesting things than before, if he can get in the enemies face, but even then the extra hit point per level will still not make up for his abysmal Willpower or the fact the the Wizard will now be able to whip out almost two hundred d6 of damage before he tires out.

Clerics will be stronger than ever, the choices of deity though will now be partially limited to who has cool weapons.

Rogues will be running about wielding poisoned light picks as weapons of choice because at 7th level they'll be able to do 10d4+(magic bonus & strength bonus combined times FIVE) + 4d6 + poison on a critical with a flank attack...and that flank attack will likely be on a 19-20 if the Players have any wits.

This hasn't fixed anything and is NOTHING, in feel, like 2nd Edition was. It more resembles a Monte Haul video game with just three classes, only one of which is really worth taking past low levels.
LefferDP

10-06-07, 06:09 PM
We are not in Soc 101 discussing the Sapir-Whorf Hypothesis. Please cease in re-defining terms, such as "AD&D Feel", without regard to the ability for others to read and comprehend your posts.

I just learned a new linguistic term. Thank you.
Knightblde

10-06-07, 08:50 PM
Just wondering, why do you feel these rules have an AD&D feel? We could never cast 18 spells of any level in a day in any version. No book I ever read (I read all R.A. Salvatore and some other D&D books) have ever tried to use this many in a single day.

This looks more like an unlimited MMO feel than D&D.
fatal error

10-07-07, 03:50 AM
Maybe you could more precisely define what you're going for here. Because, quite frankly, I don't see how these changes make any of the classes any more balanced with each other than before. If anything, they are less balanced.
The Fighter will have 2 more feats in his OK level stage (1-6), and then after that will hit the same old wall of bad feats. T
he Wizard and Cleric will now be gaining incredible spells past 5th level, but now they'll have even more of them.
The Rogue, well, I think he was fine before, and this is just an all around buff, hardly enough to keep up with the spells though.

As for customization ability. All you did was eliminate every class but these 4. . . You didn't alter these at all. I fail to see how allowing a Barbarian in this mix will make everything too generalized.
Thakowsaizmu

10-10-07, 03:28 PM
A more AD&D feel:
Replace BaB with something called "THAC0". Make it go backwards from 20.
AC will also go backwards.
Take away feats.
Replace skills with "non-weapon proficiencies".
If you have an 18 in STR, roll a d% to see just how strong your strongness is.
Also, all stats will now have their own bonus table.
Ditch Monk, Barbarian and Sorcerer in favour of... nothing.