Interesting info so far, I'll probably steal some of this for my campaign. I was looking for any of the rules or changes people have done when mixing the two, not just for conversions to the Realms.
Here's a more detailed list of what I've done.
I'm using the PHB, DMG, AE, FRCS and Player's Guide to Faerun (possibly Magic of Faerun) for sources.
Races
I'm using all the races from the FRCS, except half-orcs, plus
- Faen: Always been in the deep woods but have come out of hiding because of a prophecy about the Age of Worms that they want to prevent.
- Giants: A city of giants suddenly appeared in the north at the same time the City of Shade returned. Have joined the League of the Silver Marches.
- Litorians: Always been there.
- Mojh: An experiment by a renegade faction of the Cult of the Dragon hoping to make themselves into the gods they worship. Unfortunately, many villages were unwitting subjects.
- Runechildren: Have appeared here and there ever since the Time of Troubles.
Each race, except humans and faen can take racial levels.
Classes
Using the Bard from the Complete Book of Eldritch Might II; fighter and rogue from the PHB; all the AE classes except Akashic.
The magister class is called Mage (same reasons as ruleslawyer) and oathsworn are called monks (their oath is to their monastic order and patron deity).
Skills and Feats
Hide and Move Silently combined into Sneak. Knowledge (Arcana) is now Knowledge (Magic) and I'm using Knowledge ([region] local) and Knowledge ([region] history.
I've categorized all the feats into General, Ceremonial, Item Creation, Regional and Talents. AE classes get one more feat than the standard classes. Right now I'm using the AE item creation feats but may change it to the PHB ones. The PHB metamagic feats are essentially encompassed in the AE feat Modify Spell so I've made that the prerequisite for the additional metamagic (now ceremonial) feats from the PGtF I added to the campaign.
Priest feat has been changed to allow Domain access.
I've made Summon Familiar and Improved Familiar ceremonial feats.
I'm also using
- the AE (or 3.0) rules for weapon sizing
- Truenames
- Hero points
I've had to do a bit of modifications for feat prerequisites as well as PrCl requirements and benefits but I'm fairly happy with what I have so far.
ruleslawyer said:
(i) a substantially expanded spell selection. All D&D spells are of course replaced with their AE equivalents, but many of those for which AE has no analogue (especially the spells in FR supplements) are present in the game as simple, complex, or exotic spells, depending on the level of power and expected rarity. (For instance, most "named" spells, such as Khelben's warding whip, are Exotic.) Other spells, from Relics & Rituals, BoED, and BoVD are also represented. I can send you or post my Master Spell List if you like.
Would love to see this. If you'd rather not post, you can email me at twh0511 <at> gmail.com.
ruleslawyer said:
d) Where possible, I have created diminished or heightened versions of D&D spells. However, one balancing factor between some of the D&D spells I use and the AE spells I use is that many of the D&D spells do NOT have this flexibility.
For some reason, I've always found this to be the most daunting task of converting spells. Can you give me some example of spells you did this for? I was planning on making my players do the conversions if they wanted to take spells from the Realms books.
ruleslawyer said:
f) Several spells on the spell list are tagged with Domain descriptors and Alignment descriptors (Chaos, Evil, Good, Law).
I'd like to see this if you're willing to share.
ruleslawyer said:
3) There is a new cleric class! (I can also post this if you like.) It is a generic divine spellcaster designed to model the cleric and druid (sans wild shape; that is available, but only via the Animal Lord or Master of Many Forms prestige classes). It bears a suspicious resemblance to the Greenbond, and basically works as follows:
5) Turning is now a Divine feat. All other Divine feats that have the Extra Turning feat as a prereq have that prereq removed. Extra Turning instead becomes "Extra Channeling" and covers all uses of "channeling positive/negative energy" covered by Divine feats as normal.
Wouldn't mind seeing your cleric and I've been thinking about making turning a feat.
Thanks.
Also, if you're only using the AE magic system, what do you use instead of potions of healing for lower levels, transfer wounds, battle healing or maybe infuse life?