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(AU/AE) The 7th Age - The Age of Worms
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<blockquote data-quote="Cyincal Lurker" data-source="post: 3605783" data-attributes="member: 52999"><p>I only have AE and Transcendance myself (and I've really only ever skimmed over transcendance to be honest). I'm pretty flexible when it comes to material I don't have - so long as you can get me the info I need to evaluate it and know what it does, I rarely have a problem with permiting it.</p><p></p><p>As for the rules, most of them you can find at <a href="http://www.d20srd.org/indexes/variantAdventuring.htm" target="_blank">http://www.d20srd.org/indexes/variantAdventuring.htm</a></p><p>I'm not planning any changes to them, but if I do anything it'll be relativly minor tweaks that really only affect the game at high levels. I'll get into more detail on that kind of stuff when/if I get a few more interested folks.</p><p></p><p>And you don't need anything from Ebberon - I'm just using some Ebberon material for background info, and the bulk of that is pre-pre-history stuff. Which really just means if you know Ebberon there will be some easter-eggs scattered around.</p><p></p><p>As for bell-curved rolls, they are in the link above as well, but in short, rather than roll 1d20 for checks, you used 3d6. In that system, the odds of a natural 1 or 18 (which replaces the nat 20) only has about 0.5% each, while about 25% of all rolls will be a 10 or 11. The net result is that the +'s and -'s from your stats matter far more than the results of a random die.</p><p></p><p>WIth a d20, all results have the same odds (5%), so rolling a nat 20 on an attack is just as likely as any other number, so it's somewhat of a relable event (statisticly speaking), but with 3d6 you just can't rely on that - if you can't hit a foe with a 10 or 11 on your attack roll, odds are you will not be hitting that foe.</p><p></p><p>As I said, it's a pretty drastic change to the underlying mechanics of the game.</p></blockquote><p></p>
[QUOTE="Cyincal Lurker, post: 3605783, member: 52999"] I only have AE and Transcendance myself (and I've really only ever skimmed over transcendance to be honest). I'm pretty flexible when it comes to material I don't have - so long as you can get me the info I need to evaluate it and know what it does, I rarely have a problem with permiting it. As for the rules, most of them you can find at [url]http://www.d20srd.org/indexes/variantAdventuring.htm[/url] I'm not planning any changes to them, but if I do anything it'll be relativly minor tweaks that really only affect the game at high levels. I'll get into more detail on that kind of stuff when/if I get a few more interested folks. And you don't need anything from Ebberon - I'm just using some Ebberon material for background info, and the bulk of that is pre-pre-history stuff. Which really just means if you know Ebberon there will be some easter-eggs scattered around. As for bell-curved rolls, they are in the link above as well, but in short, rather than roll 1d20 for checks, you used 3d6. In that system, the odds of a natural 1 or 18 (which replaces the nat 20) only has about 0.5% each, while about 25% of all rolls will be a 10 or 11. The net result is that the +'s and -'s from your stats matter far more than the results of a random die. WIth a d20, all results have the same odds (5%), so rolling a nat 20 on an attack is just as likely as any other number, so it's somewhat of a relable event (statisticly speaking), but with 3d6 you just can't rely on that - if you can't hit a foe with a 10 or 11 on your attack roll, odds are you will not be hitting that foe. As I said, it's a pretty drastic change to the underlying mechanics of the game. [/QUOTE]
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