Rule-changes Draft

The major concern of this wiki is to enhance readability of the given game, but the following changes shall make it into the game.

Reading this page should give you a clear indication of wheter (and what) you want to adapt and what not.

Alternate Saves
Instead of 3 safes with subcategories there sall be a few more safes, but they don't have subcategories.
 * Reaction (Initiative & Evasion Attacks of Opportunity, Size Based)
 * Evasion (Breath Attack & Area Attacks, DEX based)
 * Endurance (Resisting physical stress or massive damage, CON based)
 * Poison & Death Magic (Staying alive, CON based)
 * Disbelieve & Logic (vs. Negotiation & Illusions, INT based)
 * Enchantment & insight (vs. Bluff and Enchantment spells, WIS based)
 * Will (vs. Fear and similar, CHA based)

Draft Listing
 * Barbarian: +3 REA, +3 END, +3 P/D (good fort)
 * Bard: +2 REA, +2 EVA, +2 DIS, +2 LOG, +2 INS, +2 WILL(good ref, good will)
 * Fighter: +3 REA, +3 END, +3 P/D (good fort)
 * Cleric: +3 END, +2 P/D, +2 INS, +3 WILL (good fort, good will)
 * Druid: +3 END, +2 P/D, +2 INS, +3 WILL (good fort, good will)
 * Marshall: +2 REA, +3 END, +2 INS, +3 WILL (good fort & good Will)
 * Monk: +2 all safes, later increased to +4 for all safes on a per safe base (3 good safes)
 * Paladin: +2 REA, +3 END, +3 P/D (good fort)
 * Ranger: +3 REA, +2 EVA, +3 END, +3 P/D (good fort & good ref)
 * Rogue: +3 REA, +3 EVA (good ref)
 * Wizard/Sorcerer: +2 DIS, +2 INS, +3 WILL (good will)

Alternate Skills
Removing some skills (some are now safes), merging some other skills. Simpler training. Skills are untrained or trained and training gives a flat bonus. A skill that is on any of your class skill lists is considered a favored skill and gets 1/2 HD as bonus others don't get that bonus (to keep it simple).

Unified Base Attack Bonus (BAB)
All characters get a bonus to their attack rolls according to the number of their HD called BAB. If you are trained in using a weapon by having appropriate weapon proficienceies / weapon groups, you get a +3 bonus to your attack rolls. Feats may be taken to further increase your Attack Bonus. Some Classes (such as Fighter) may have additional abilities to increase your attack roll further. BAB := floor( HD / 2 ) Now you can determine several untrained Attack bonuses (Melee, Ranged, Grapple): MAB := BAB + STR Modifier RAB := BAB + DEX Modifier Grapple := BAB + STR Modifier + Size Modifier As an example if you are trained with a melee or ranged weapon group, you get: MAB (trained) := MAB + 3 = BAB + STR Modifier + 3 RAB (trained) := RAB + 3 = BAB + DEX Modifier + 3 Weapon groups with speacial traits or bonuses should be denoted separately: Here an example of a Weapon Group Bows with  Weapon Focus and  Zen Archery. AB (Bows) := BAB + max (WIS Modifier, DEX Modifier) + 3 + 1

Unified Saves
All characters get a Level base equal to 1/3 Level. There is again a Class or PrC bonus to these values. These bonuses are +0/+3 for Classes and +0/+2 for PrC and respectively typed as "class" or "prestige class" bonus to saves.

Weapon Groups
Per default characters learn weapon proficiency based on Weapon Groups as originally described in Unearthed Arcana.

But having a Weapon Group / Weapon Proficiency gives you now a bonus of +3 instead of the old -4 penalty for not having a Weapon Proficiency.

Things to add
Posts on RPGnet that should be added
 * Books that enhance skills
 * Various homebrew feats