Well, I'd detail some of the changes I have slated, but they're far too numerous to list. Uh.. So I'll just list out some of the slated features with brief descriptions, and then if there's an interest I can elaborate.
- based on type of weapon, and proficiency with weapon
Change to flow of combat
- less spammy, slower pace.
Attack Rolls Revision
- Easier to understand and decipher.
Armor Class Revision
- Make it more flexible, and actually worth understanding
- Extra damage if a foe is unaware of your presence.
- based on height/weight. affects AC and damage dealt, and ability to just wear armor off a corpse.
Simplified Saving Throws
- Dropped to 3, used for everything combat, spells, abilities, etc.
- Ducking behind a wall to avoid arrows, etc
- Miss Chance. Example: Fog would grant a 25% Concealment bonus and make it harder for people to hit each other.
- would be expanded, players would be able to string together combat abilities to perform "combos" for an increased amount of damage.
- Exactly what the name implies. Fields in rooms or areas that would completely prevent the casting of magic.
- Easiest to explain with an example. Werewolves are weak to silver, but they're hard as hell to kill otherwise, So they might have a Damage Resistance of 15/Silver. Meaning, the first 15 points of damage are ignored unless the weapon/projectile is made of silver.
Death Attacks (Instant kills)
- Certain monsters have the ability to look at you and kill you. It's pretty straight forward.
- Players will be able to lose a level off their ECL (Effective Character Level [We have multiclassing]) or take a temporary hit to their max hp, mana, moves, etc.
- This ones.. difficult to explain.. Uh.. An ethereal creature is one that exists on both the ethereal plane, and the material plane, and has the option to be in either place. While on the ethereal plane, an ethereal creature can't be seen, heard or smelt by a player in the Material plane. They can only see into the material plane in the room they're in, and cannot influence non-ethereal objects. See Invisibility and True Seeing spells can reveal ethereal creatures to those on the material plane. Ethereal creatures can move in any direction including up or down. They move through water the same way they would move through air, and they do not fall or suffer falling damage while on the ethereal plane.
Evasion and Improved Evasion
- Allows for successful reflex saves to reduce damage to 1/4 of the intended or nullify damage given level of Evasion.
- Increased rate of healing (Lycans, Vampires begin to heal as soon as they take damage.)
- Certain mobs/players might have an "Aura of Fear" that surrounds them and causes people to flee if a Will save is failed. (Dragons are most notable for their Aura of Fear.)
- Something like a Vampire's mist form, or the like. Several bonuses granted, and several detriments as well: don't need to breath, can fly, cannot interact with objects, can't go through water/liquid.
- This is uh.. Ghosts basically. Incorporeal creatures are immune to normal attacks and can only be harmed by magical weapons, spells, and spell-like abilities.
Paralysis and Hold
- A paralyzed character runs the risk that they will fail to attack each round due to their paralysis, however, a character under the influence of a hold spell, cannot move, typically they can still attack with spells and melee, so long as the target is within range. However, they cannot move until the spell wears off.
- OLC creatable poisons with varying effects, and delivery methods. Inhaled, ingested, contact. Ability damage, damage over time, etc.
Regeneration (re-attaching of limbs and the like)
- Trolls are the most notable example of this. Trolls can only die by fire or acid. If you don't use one of the two they slowly recuperate and don't die. They can even stick a severed limb back up to the bloody stump and have it reattach itself.
- An extra little twist on magic, Creatures with spell resistance have the uncanny ability to shrug off spells as though nothing happened unless the caster succeeds at a penetration check against the creature's spell resistance.