Critique of Dungeons & Dragons 3rd Edition

By Angelo on December 31, 2007

With 4th edition just around the corner, I thought I’d give my impression of 3rd Edition and the d20 system.

Good Ideas

The d20 system has several good ideas that make it easier to understand and more easy to play.

  • Positive AC. A larger AC being better than a smaller AC makes more sense.
  • Magic. I like the idea of the effectiveness of saving throws being based on spell level. This makes more powerful magic inherently harder to avoid than less powerful magic, and it makes a lot of sense. I never liked the way a sixth level spell like Death could be simply shrugged off by a Save vs Death Ray, the easiest saving throw to make.
  • Saving Throws. Having saving throws based on “reflex” or other descriptions of how a character may actually avoid a situation is clearer.

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Topics: Rules Hints & Tips | 9 Comments »

New Mystic Class

By Angelo on June 10, 2001

This is a combination of the Mystic/Monk classes I have posted before.

  • Prim Req: Wis and Dex; Other Requirements: Wis 13+, Dex 13+
  • Experience Bonus: 5% for Wis or Dex 16-18; 10% for Wis and Dex 16-18
  • Hit Dice: 1d6/level, +2/level after level 9 with no Con bonus
  • Maximum Level: 16
  • Armor: None; shield not permitted
  • Weapons: Any
  • Hit Rolls: as Fighter
  • Saving Throws: as Fighter

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Topics: Character Classes | No Comments »

Optional Rules for Classic Games

By Angelo on September 6, 1999

Written by Angelo and Jeff

Here are some optional rules that you may want to adopt in a more basic type campaign (which I find more fun). When deciding on a rule, go for whatever is more fun or will make a better story-line in the game.

Attributes

Even though it may not be fair to my old players, I think I might adopt this system also. Just roll 9d6 for each phsyical (STR, DEX, CON) and mental (INT, WIS, CHA) attributes and then let the players choose where they want to put them. Allow players to trade 2 for 1 between the 2 categories. If you want, you might consider just rolling 10d6 for each category to give a better chance of getting good scores. Also, don’t roll ability checks much, if at all. Too much rolling dice makes the game too random and not enough story. If you can’t base it on a saving throw, you probably shouldn’t roll it. How creatures react to players should be based on how the players have acted, not on a charisma check. See the rest of this entry…

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Topics: Rules Hints & Tips | 1 Comment »