Grey wrote:
1) (a) Table of class abilities by level (either in class section or seperate table)
You can get that table on the Castle Keeper's Screen. Granted, that's not the PHB, but what you want is out there in another publication.
Grey wrote:
1) (a) Table of class abilities by level (either in class section or seperate table)
tylermo wrote:Your efforts are greatly appreciated, Buttmonkey. Can't believe I said that with a straight face.
Quote:
Grey wrote:
1) (a) Table of class abilities by level (either in class section or seperate table)
You can get that table on the Castle Keeper's Screen. Granted, that's not the PHB, but what you want is out there in another publication.
CharlieRock wrote:
An expanded revised PHB that has the Engineering Dungeons , Dragons of Airdhe, and the Castellan's Book of Arms in it?
RLW wrote:
It's hard to be too precise without knowing what's going to be in the CKG. As I understand it, the philosophy of C&C is to provide a streamlined, unified version of D&D that is true to its original character and compatible with the many products developed for it. None of that should change, and revisions should be minor. But there's no reason to make a fetish of tradition, and IMO the innovations introduced by the Troll Lords are, by and large, ingenious and elegant.
Basically, revisions and changes should remain true to the spirit of the game, but should answer the questions that keep coming up on this board. If there's an as-written rule that keeps getting modified or exchanged for something else (as indicated by the discussion here), it should be a candidate for revision. Where there are deliberate ambiguities in the rules (because it's a matter for the CKG to decide), there should be some indication of that fact, rather than leaving players with the consternation of thinking it a mistake -- "it's not a bug, it's a feature!"
1. I know multiclassing is supposed to be covered in the CKG, but it seems to me it belongs in the PHB. An index would be nice, but so far I haven't had any trouble finding things via the table of contents. More examples of when and when not to use the SIEGE engine would be extremely useful. Adjusting the CL is properly the CK's territory, but it would be nice to include a discussion of it in the PHB. Basic rules for disease would be good.
2. Obviously, all errata should be exterminated with extreme prejudice. As noted above, this includes clarifying ambiguities. Get someone familiar with the game but not a member of TLG to do some editing and proofreading -- it helps to have another set of eyes from outside of your lair. I'm generally happy with how the classes are constructed, keeping in mind the intent of the game. But I would revisit the fighter. I'd suggest expanding Combat Dominance and/or adding Cleave. Both seem to be traditional aspects of the archetype, particularly in cinematic fantasy. I'd like to see shields finally given their due, but wouldn't consider it an essential item for revision (besides, any discussion about combat, arms, & tactics should be tabled until the appearance of the CGtA&A).
See below for my thoughts about magic.
3. 8.5 or higher! I really do like this game and primarily just want to see it "cleaned up and expanded" rather than revised.
Magic: My personal preference is to see more spells or alteration of spells, spells arranged by schools, and an alternative to Vancian magic. However, I recognize that these aren't appropriate changes for the RAW. Ideally, I'd want to see one "cleric" archetype and one "spellcaster" archetype, which could then be customized according to the school of magic. Alignments already make it possible to do this pretty well with clerics, though CK's are more "on their own" when it comes to magic. This isn't necessarily a bad thing, since how one envisions magic plays a huge part in shaping a campaign, and the basic rules shouldn't be too restrictive in mandating a certain "theory" of magic. But an expanded toolkit for CKs and players would seem to me to be a good thing; the Illusionist and Druid appear to be early steps in this direction, with the Druid (IMO) a successful realization of the concept and the Illusionist less so.
For those of us without the library of old D&D books to consult or the time to develop / playtest every idea we can conceive, it'd be great to have a supplement which would do everything I've suggested in the last paragraph: more spells; guidelines for altering or customizing spell effects; spells by school to foster customization of spellcasting classes; and (if anyone can find this Holy Grail of game design) a balanced, playable alternative to fire-and-forget magic.
Hence, I'd see the game and its core books taking this shape:
PHB (basic rules, virtually unchanged except for the addition of multiclassing)
CKG (guides for running a game, houseruling, and creating campaigns, etc.)
M&T (foes and prizes)
Arms & Armor (fighter "expansion kit")
[Name TBA! ] (magic "expansion kit")
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more spells; guidelines for altering or customizing spell effects; spells by school to foster customization of spellcasting classes; and (if anyone can find this Holy Grail of game design) a balanced, playable alternative to fire-and-forget magic.
AGNKim wrote:
I didn't read a word of that.
1. Boobies
2. Nothing
3. 8 (9 if it had boobies. 10 if it had boobies and an index. 11 if the index said:
"Boobies - 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39..."
AGNKim wrote:
I didn't read a word of that.
1. Boobies
2. Nothing
3. 8 (9 if it had boobies. 10 if it had boobies and an index. 11 if the index said:
"Boobies - 1,2,3,4,5,6,7,8,9,10,11,12,13,14,15,16,17,18,19,20,21,22,23,24,25,26,27,28,29,30,31,32,33,34,35,36,37,38,39..."