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Trailblazer mixology
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<blockquote data-quote="Ahnehnois" data-source="post: 5620795" data-attributes="member: 17106"><p>I run 3.5, with a variety of rules from Uneathed Arcana, Pathfinder, and Trailblazer.</p><p></p><p>From TB, I use:</p><p>*Iterative attacks</p><p>*Combat Reactions</p><p>*Turning</p><p>*Vision rules</p><p>*Other odds and ends from classes.</p><p></p><p>Most of the rest of what TB addressed I had already addressed. I wrote a standardized magic system with UA spell points that fixes the system much better for me. The action point rules for TB I didn't understand and they didn't seem to do what my existing action point rules did. Combat maneuvers had already been handled by Pathfinder so I saw no need to revisit that. The big concept I took from classes was the idea of a circumstantial attack bonus covering the difference in BAB between 3/4 and full, but I had to rewrite the rogue myself to get my vp/wp system and for various other reason.</p><p></p><p>TB also dumbed down a lot of things that I didn't feel the need to. I'm fine with skill points, and although I understand the rationale behind consolidation I see no impetus for me to do it since my players understand the existing system. And I like putting one rank in Perform (Sing) every now and then. I also didn't like the standarization of saves; I actually added in a medium save to differentiate the classes more based on saves, not less. I've never had any real issue with overpowered spells so I didn't look there. I kind of liked the standardized weapon rules, but saw no need to explicitly implement them. Per rest mechanics is another example of something that is fine but I just didn't see the need for.</p><p></p><p>The broad conclusion is that after having played the same game for over ten years I know what I need out of it, and I pick rules that get me there from any number of sources.</p></blockquote><p></p>
[QUOTE="Ahnehnois, post: 5620795, member: 17106"] I run 3.5, with a variety of rules from Uneathed Arcana, Pathfinder, and Trailblazer. From TB, I use: *Iterative attacks *Combat Reactions *Turning *Vision rules *Other odds and ends from classes. Most of the rest of what TB addressed I had already addressed. I wrote a standardized magic system with UA spell points that fixes the system much better for me. The action point rules for TB I didn't understand and they didn't seem to do what my existing action point rules did. Combat maneuvers had already been handled by Pathfinder so I saw no need to revisit that. The big concept I took from classes was the idea of a circumstantial attack bonus covering the difference in BAB between 3/4 and full, but I had to rewrite the rogue myself to get my vp/wp system and for various other reason. TB also dumbed down a lot of things that I didn't feel the need to. I'm fine with skill points, and although I understand the rationale behind consolidation I see no impetus for me to do it since my players understand the existing system. And I like putting one rank in Perform (Sing) every now and then. I also didn't like the standarization of saves; I actually added in a medium save to differentiate the classes more based on saves, not less. I've never had any real issue with overpowered spells so I didn't look there. I kind of liked the standardized weapon rules, but saw no need to explicitly implement them. Per rest mechanics is another example of something that is fine but I just didn't see the need for. The broad conclusion is that after having played the same game for over ten years I know what I need out of it, and I pick rules that get me there from any number of sources. [/QUOTE]
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