Dark Jezter said:
Chapter 1: Races
Aquatic Races
Arctic Races
Desert Races
Jungle Races
Races of Air
Races of Earth
Races of Fire
Races of Water
Reducing Level Adjustments
Bloodlines
Racial Paragon Classes
All nifty ideas, though I'm mainly curious about the 2nd & 3rd to last items: Reducing Level Adjustments & Bloodlines.
Dark Jezter said:
Chapter 2: Classes
Totem Barbarian
Bardic Sage
Divine Bard
Savage Bard
Cloistered Cleric
Druidic Avenger
Thug
Monk Fighting Styles
Paladin Variants
Planar Ranger
Urban Ranger
Wilderness Rogue
Battle Sorcerer
Domain Wizard
Specialist Wizard Variants
Spontaneous Divine Casters
Favored Environment
Whirling Frenzy
Level Check Turning
Planar Banishment
Aspect of Nature
Prestige Bard
Prestige Paladin
Prestige Ranger
Gestalt Characters
Generic Classes
The 3 I was most lookng forward to were the PrC versions of the Paladin, Ranger, & Bard (I was at least intending on using the PrC Paladin). The other ideas seem interesting, but I wonder if it'll be just cut & paste notes (sort of like the non-spellcasting variants of paladins & rangers in
Complete Warrior, or the slightly-modified PHB core classes in
Oriental Adventures), or in some cases, they'll be full core-class treatments. I'm curious about the generic classes, & I'm not quite sure what to make of the gestalt characters.
Dark Jezter said:
Chapter 3: Building Characters
Alternative Skill System
Complex Skill Checks
Character Traits
Character Flaws
Spelltouched Feats
Weapon Group Feats
Craft Points
Character Background
Not too sure what to make of some of these ideas. The skill system seems easy enough as is--I wonder if the alternate system proposed is? Some sort of skill tree/chain? An expanded/specified skill list (instead of catch-all skill categories such as Perform & Craft)?
Now, I did like using the Traits/Flaws system back in Skills & Powers 2nd ed., but since then, I'm not so sure now. I mean, it looks interesting, & I may wind up using it, but I'm not too sure how exactly these will work. I mean, some feats seem to work in this way (a bonus to a certain skill or skills, or a bonus somewhere else). And, how exactly does it work out? Do the traits & flaws need to be balanced out? Do they give/use up feat slots, skill points, XP %, what? I kinda wonder if the traits/flaws could have been combined somehow (sorta like the Traits from
Fallout), where a trait provides both a bonus & a penalty, automatically balancing itself out. Just have to see when the book hits the streets.
Dark Jezter said:
Chapter 4: Adventuring
Defense Bonus
Armor as Damage
Reduction
Armor Damage Conversion
Injury System
Vitality and Wound Points
Reserve Points
Massive Damage
Death and Dying
Action Points
Combat Facing
Hex Grid
Variable Modifiers
Bell Curve Rolls
Players Roll All the Dice
The Defense Bonus (& possibly the VP/WP) will crop up in the Lankhmar conversion I'm working on. May consider Action Points (haven't had an opportunity to actually play a game that uses them). However, I'm not sure at all about the players rolling all the dice--I've already got 1 player who has suspiciously good/beneficial/high rolls every gaming session.
Dark Jezter said:
Chapter 5: Magic
Magic Rating
Summon Monster Variants
Metamagic Components
Spontaneous Metamagic
Spell Points
Recharge Magic
Legendary Weapons
Item Familiars
Incantations
I'm really curious about this section. Some of it does sound familiar (from d20 Modern sourcebooks & Dragon articles).
As for spell points, I'm really leaning against using them IMC. It's another number-pool to manage/account for during the game.
Dark Jezter said:
Chapter 6: Campaigns
Contacts
Reputation
Honor
Taint
Tainted Prestige Classes
Sanity
Test-Based Prerequisites
Level-Independent XP Awards
Contacts & Reputation sound the most interesting so far. Honor/Taint, I'm not too sure of, really (I'm trying to consider what gets affected by removing Honor/Taint from
Oriental Adventures).
Dark Jezter said:
Dungeon Master's Guide Variants
Roll Initiative Each Round
Sapient Mounts
Striking the Cover
Automatic Hits and Misses
Defense Roll
Clobbered
Massive Damage Based on Size
Damage to Specific Areas
Weapon Equivalencies
Instant Kill
Softer Critical Hits
Critical Misses (Fumbles)
Skills with Different Abilities
Critical Success or Failure
Saves with Different Abilities
Spell Roll
Power Components
Summoning Individual Monsters
Free-Form Experience
Faster or Slower Experience
What Disabling a Device Means
Upkeep
New Magic Items
Separate Ability Loss
Nonmagical Psionics
Less Lethal Falls
The Critical Fumbles sound interesting; I won't use the nonmagical psionics option (I might it there was an arcane vs. divine magic option); I'll pretty much have a wait & see attitude on the rest.
Y'know, I'm quite curious to see what will happen to a lot of games & campaigns after this book comes out. Heck, I'd be curious to see what kinds of games take shape at the hands of different DMs for the same gaming group.