D&D 3E/3.5 3.N – Codex Gigas: My End-All-Be-All 3.5 Revision

I knew you wouldn't shift your stance on spell casting, but I was unaware you had tried the fibonacci method. I may revisit your strain/tolerance method and see if it will work with my players. I still need to do a lot of play testing.

I see where you're going with cleave now. Thanks for the clarification.

All I have for the buckler proficiency is "A separate proficiency that grants you a free hand at the expense of protection value" -- how is this different from just dropping the buckler?

As for other sources of fatigue/exhaustion, your total spell points drops to 1/2 or 1/3, respectively. If you are magically fatigued, you can be magically cured. I can definitely see how this could get into heavy book keeping though. I'll have to compare the gaming burdens more thoroughly.

One of the reasons I was getting rid of the 0th level spells was due to the spell point system. But also, the usefulness of those spells isn't even worth a swift action in most cases.

Thanks again for your house rules, and for the clarifications you have provided.
 

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All I have for the buckler proficiency is "A separate proficiency that grants you a free hand at the expense of protection value" -- how is this different from just dropping the buckler?
You get +1 shield bonus to AC (guess I should state that), and another +1/+2 when fighting defensively or applying total defense. Plus whatever enhancements it carries (if any).
And, of course, you may also apply Shield Specialization to it (which I now noticed should note to reqcuire an immediate action).
 

Cool

This is interesting I've been working on my own dnd codex for about a year now, combining house rules, things culled from wikis, random game notes, OGL and other assorted interesting things! I may just upload it here too if i get around to finishing it, good show.
 

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I found an Oops. A big Oops :eek:


Entry #5 >> Redefined Game Mechanics >> Character Creation & Advancement

Under "Level Advancement & Training", one can find the following rule:
"- Gaining a new level takes one month with a mentor, or 1d4+2 months without a mentor. A mentor is required until level 7. After that, level progression is automatic. A prestige class requires no tutoring beyond attaining 1st level."

Well, here's how a seemingly negligible typo can cause a rule make no sense.
Given 6th character level is supposed to represent the most awesome human capabilities, requiring a mentor until level 7 is absurd.
This restriction was meant to be imposed until 3rd level only.
From there on, a character class is supposed to be "mature" enough to stand on its own without further training beyond adventuring.
 
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This is interesting I've been working on my own dnd codex for about a year now, combining house rules, things culled from wikis, random game notes, OGL and other assorted interesting things! I may just upload it here too if i get around to finishing it, good show.

unless you're in the middle of compiling one of your house rules, I suggest you present what you have so far, so you can get feedbacks and save yourself some time.
 

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Hi folks,

There's a new Warrior class update that transcends a simple errata, so it is added as a doc file.

For a long time now, I was dissatisfied with some of the aspects of the Warrior class.
- The need for class variants didn't sit well with me for a class that's supposed to be inherently customizable. Furthermore, the variants' abilities were somewhat awkwardly tailored and the Unfettered variant blatantly stepped on the Rogue's toes skill-wise.
- The Weapon Focus tree feats still felt awkward to me.
- Too many official features of warrior classes couldn't be integrated - and the ones that were, simply felt artificially integrated.
- I also felt that the codex version might shoehorn players to too many features that might not interest them (some may have other priorities than Uncanny Dodge, Mettle, Evasion or Counterattack).
- On a purely aesthetic level, the features' progression seemed somewhat messy.

The attached document contains a new and improved Warrior definition, which ameliorates all the above issues and is vastly more customizable than the codex' version.


ATM, it feels like this is finally the Fighter Fix I was looking for all the time.


I'd appreciate it if you let me know what you think of it.
 

Just curious, but do melee classes in your revision have things to do with their standard actions? Ie, a regular 3.5 fighter just has one attack. In Tome of Battle, things changed so that you could spend your standard action on a strike, which gave you the ability to move and still do something powerful to compensate for the lack of full attacking.
 

Just curious, but do melee classes in your revision have things to do with their standard actions? Ie, a regular 3.5 fighter just has one attack. In Tome of Battle, things changed so that you could spend your standard action on a strike, which gave you the ability to move and still do something powerful to compensate for the lack of full attacking.

Not just melee classes, but actually all classes obay the same rules.

From the codex (2 button clicks away):
Entry #5 >> Redefined Game Mechanics >> Actions >> Attacks Sequence & Movement)

- Making all your melee or range attacks against a single target from where you stand takes a standard action.
- Also, as a full round action, you can make use of all your attacks while moving up to your speed, targeting anyone within reach you see fit to attack. Your movement provokes AoOs as normal.
- Upon Gaining 3 attacks per round, you can spend a standard action to make a single attack while moving up to your speed. You may also make a single attack from where you stand as a move-action.
- TWF and extra attacks granted by the Monk's FoB are both applicable in any attack sequence that takes a standard action or longer - moving or not.
 

14 days… 14 downloads… 0 comments on the Warrior remake :(


Anyway, I came to the conclusion quite a while back that the Monk's Bonus Feats column is a bit lackluster for a category of class features, but couldn’t put my finger on how to improve it so it would be useful, but without going over the top, and at the same time preserve the Monk-ish feel.
This was resolved by Ziegander’s re-imagined Monk’s Enlightment.
But to keep things consistent with my view of the Monk and the codex as a whole, here’s how I’d redefine Enlightments:


Enlightenments
At 3rd level and every 3 levels thereafter, a monk chooses an ability from the list below, ever striving closer to harmonizing his body, mind, and soul:
- Bonus Feat (min level: 3) - ANY - may be chosen multiple times
- Immunity to Fear (Ex) (min level: 3)
- Immunity to Charms (Ex) (min level: 3)
- Immunity to Compulsions (Ex) (min level: 6)
- Immunity to Diseases (including magical) (Ex) (min level: 6)
- Immunity to Poisons (including magical) (Ex) (min level: 9)
- Immunity to Paralysis (Ex) (min level: 9)
- SR [10 + Monk level + WIS-mod] (Su) (min level: 12) – the monk may allow any spells and effects to automatically penetrate without spending an action
- Freedom of Movement (Su) (min level: 15)

Note: Ziegander’s suggested prereqs were omitted on purpose - either because my Monk already has features to warrant the availability of a requested enlightment, or because they didn't make sense to me.
 
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