Tag Archives: Character Classes

Critique of Dungeons & Dragons 3rd Edition

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.

Bad Ideas

Unfortunately, the d20 system sometimes made things “too logical” and went a little overboard on the complexity of certain areas.

  • Every class can be mixed with every race. I don’t like this idea, however it is easy enough for a DM to decide in his game world to restrict certain race/class combinations.
  • Sorcerers. It’s not a bad idea as far as game mechanics go (which is why I think they used it) but a “sorcerer” isn’t conceptually different enough from a “wizard” which I think makes it confusing. I think they should have come up with a more unique name/panache for this class. Kind of reminds me of how they used to make a big deal out of “Illusionists” in AD&D 1st edition.
  • Combat. Where should I start? Combat in the d20 system is basically a mess. It’s overly complicated with game mechanics that detract from enjoyment. Complicated combat rules are good for video games sometimes because you don’t see them and a computer can make calculations way faster than you can, but they aren’t good for tabletop games. Combat in the game should be fun but quick.  A drawn-out combat sequence might be good once in an adventure against a particularly important enemy, but who really wants to spend 30 minutes dispatching a group of goblins?
  • Spell Feats. I think this just makes the game more complex. I asked a friend if you could just rule out spell feats as a DM, but he said that it would unbalance the classes.

New Mystic Class

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

[easytable]
Level,Attacks,Damage,AC,Ability
1,1,1d4,9,
2,1,1d4,8,Awareness
3,1,1d4,8,
4,1,1d6,7,Acrobatics
5,2,1d6,7,
6,2,1d6,6,Heal Self
7,2,1d8,6,
8,2,1d8,5,Dodge
9,3,1d8,4,
10,3,1d10,3,Disarm
11,3,1d10,2,
12,3,1d10,1,Resistance
13,4,1d12,0,
14,4,1d12,-1,Mindblock
15,4,1d12,-2,
16,4,1d20,-3,Gentle Touch
[/easytable]
Notes:

  • No enchanted hand attacks
  • No increased movement
  • Can only Climb Walls, Move Silently, and Hide in Shadows as a thief
  • Multiple attacks are multiple actions: the mystic acts as if hasted, being able to perform more than one action
  • Gain XP normally, use Mystic XP chart from the Cyclopedia
  • No option to gain acrobatics at -20%
  • Acrobatics: same as the optional acrobatics of Mystics from the Cyclopedia
  • Dodge: similar to the Fighter Combat Option “parry”
  • Disarm: same as the Fighter Combat Option

Optional Rules for Classic Games

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.

Alignments

Alignments don’t seem very important. Either just ignore them, or rule them out completely. Also, I would rule out alignment languages since they don’t make any sense. You can give a group of thieves a secret code but chances are the thieves in a city 1000 miles away won’t know it.

Classes

I don’t think every little sub-class should have it’s own class and an entire set of rules. I would say just add a little flavor to your campaign by giving guidelines for certain titles. Like a thief can be a ninja-type character, hiding in shadows, using assassin weapons, climbing walls, backstabbing, etc. So that could be his title if he dresses right. So you can make variations on any class. You can even offer/show these variations to players to see if they want to use it. However, I found that most players don’t want to go with something like that unless the rules change for their character and they’re getting extra bonuses. Class variations are a good way to add personality to your NPCs.

Equipment

Unlike just about any other game, D&D makes it easy to buy the best (normal) armor and weapons at the very beginning and makes no reason to buy the cheaper, crappy items (like a club). One way to get around this is to make your own treasure chart, plus don’t have every city and town sell everything on the equipment lists. Small towns and villages (perhaps where the characters come from) may have few items. Also, you might want to give players less gold to start with, maybe only 1d6 x 10 gp.

Food

I treat food very losely in my game and don’t count time spent very carefully. How much food you consume ends up being a DM discretion. However other people just throw the whole requirement out of the game.

Saving Throws

One thing that I like is making saving throw modifiers based on other abilities. This makes it a little more important to have good abilities, and makes certain classes generally more resistant to certain attacks.

  • STR – paralysis/stone
  • INT – mind attacks (charm, confusion, fear, sleep, etc.)
  • WIS – spells
  • DEX – wands and breath
  • CON – poison/death
  • CHA – none

Also, one optional rule is to make players request saving throws (say they are going to do something besides just stand there and take what’s coming). Ex: a dragon breathes on a fighter and a wizard. The wizard’s player says, “Jump out of the way.” The fighter’s player says, “Hold my shield up over my body.” The fighter makes his saving throw and lines his shield up. The wizard misses and jumps half-way out of the cone of fire and is blown back a few steps. This makes it a little more realistic… if you want a saving throw, you need to try and move out of the way or resist it somehow. Players get too used to automatically getting saving throws.

Monsters

Monsters can be really boring if all they do is attack and have nothing unique about them. One way I solved this problem was by creating monster variations. This is REALLY good if you have a basic game and not a lot of monsters to choose from in the book. One of the things I saw was how they had 10 types of giants when all they had to do was have 1 kind of giant and just make variations off of that. It makes the game a lot simpler. All you need to do is change the description a little bit.

A goblin attacks, an orc attacks, a gnoll attacks, only a few hit points seperates the monsters and all they are is a threat to the character’s life. An interesting way of changing that is to give each monster class a personality, such as making bugbears act like Klingons, having honor above life but still acting evil. Kobolds can usually have a lot of jewelry but never, ever fight, always running and finding a way to escape. Lizard men can be the rudest creatures in the campaign, flicking the characters off or waving their private parts in their general direction or something.