The Random Wizard posted another set of Ten Troll Questions:
(1). Should level drain take away one level of experience points from the character? Yes or No? If no, what should level drain do?
I go back and forth on this. I really prefer ability score drain over level drain. For one thing, it's way easier at the table. For another, unless the monster traditionally drains/eats memories, why XP loss? It just never made much sense to me.
(2). Should the oil used in lanterns do significant damage (more than 1 hp in damage) if thrown on an opponent and set on fire? Yes or No? If yes, how much damage should it do?
I go with the 1d8 damage for 2 rounds rule.
(3). Should poison give a save or die roll, with a fail rolled indicated instant death? Yes or No? If no, how should game mechanics relating to poison work?
Conditionally, yes. But that's a pretty rare poison. I like there to be a wide variety of poisons that do a whole bunch of different things.
(4). Do characters die when they reach 0 hit points? Yes or No? If no, then at what point is a character dead?
I'm going to like the death and dismemberment table more and more. Of course, if someone coup de grâce the one at 0hp, then yeah, dead.
(5). Does the primary spell mechanic for a magic user consist of a "memorize and forget system" (aka Vancian)? Yes or No? If no, what alternative do you use?
Yes, but I also use cantrips.
(6). Should all weapons do 1d6 damage or should different weapons have varying dice (1d4, 1d8, etc...) for damage?
I never liked the everything does d6 damage thing.
(7). Should a character that has a high ability score in their prime requisite receive an experience point bonus? Yes or No?
(8). Should a character with an strength of 18 constitution get a +3 bonus to hit points, or a +2 bonus to hit points, or a +1 bonus to hit points or no bonus to hit points? And should other ability scores grant similar bonuses to other game mechanics?
An 18 gets you +3, as per the Rules Cyclopedia.
(9). Should a character have 1 unified saving throw number, or 3 saving throw types based on ability scores (reflex, fortitude, will), or 5 types based on potential game effects (magic wand, poison attacks)? or something else?
I like the 3 save system from 3.x and 4e. The 5 saves from classic D&D just seems unnecessary complex with no payoff.
(10). Should a cleric get (A) 1 spell at 1st level (B) no spells at 1st level (C) more than 1 spell at 1st level?
Starting clerics get ZERO spells at first level. Being granted miracles (even minor ones) doesn't happen right away. Besides, they already have better armor, HP, and weapons than the magic user, plus turning undead!