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June 23, 2022

Magic for the Masses

Another flaw of the 3.5 system is that, as a general rule, high-level (12+) casters far exceed the power of high-level fighters. The […]

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June 19, 2022

Point Blank Archery – Archery Revamp, part 1

The game tries to mimic three historical archetypes in archery. Efficient archery, though, comes down to one playstyle – stand still and full attack. The numbers are impressive, but man is it boring. We can do better.

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June 10, 2022

Too many spells, too few options?

A great feature of classic 3.5 is the voluminous content – especially spells. The SRD offers a robust assortment of spells that, with […]

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May 25, 2022

Fighting Teaches You Things

Combat experience should make you better at defending against attacks. d20 and 3.5e don’t do that – they let magic armor make you better. That sucks. Let’s look at something different.

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May 19, 2022

React to the new Opportunity

We want to make the game faster and more engaging – so let’s change opportunity attacks. What follows are rules for d20 and 3.5e to codify a new action type, the reaction, and explore some of the potential depth in this new play space.

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May 12, 2022

Design Philosophy, part 2

Today’s blog will discuss our guiding principles for addressing some of these concerns. I’m not going to get into the details of the crunchy fixes today; instead, I will outline the overarching principles and give some examples of where the base game violates that for us. We want to emphasize simplicity, depth, engagement, and speed.

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May 6, 2022

Design Philosophy, part 1

How do we differentiate ourselves from other hobbyists? In the first part of our design philosophy, we’ll discuss what makes d20 v3.5 the best and worst roleplaying system available.

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