D&D 3rd Edition - Construction Engine

D&D 3rd Edition - Construction Engine 1

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What follows is my attempt to create a point-based systems that GM's can use to build fantasy Classes within the framework of the CoreRulebooks. Of course, the existing Classes have more balance to them than previous editions of the game (in my humble opinion), but are somewhatdifficult to accurately reconstruct with these rules, due to their inherent imbalances. However, about 7 of the core classes are close to the mark, 3 aresomewhat off (about 90% under – probably the 3 weakest within the rules, hmm) and 1 is 20% over (in the long run, it is of the more powerful classes).With that in mind, the following system should be used to help spingboard and balance any new non-prestige Classes that you want to create.Is isn't wholly perfect, but neither am I, and nor is any one game. I would appreciate any positive feedback or suggestions – or even variations that youcome up with.


What follows is my attempt to create a point-based systems that GM's can use to build fantasy Classes within the framework of the CoreRulebooks. Of course, the existing Classes have more balance to them than previous editions of the game (in my humble opinion), but are somewhatdifficult to accurately reconstruct with these rules, due to their inherent imbalances. However, about 7 of the core classes are close to the mark, 3 aresomewhat off (about 90% under – probably the 3 weakest within the rules, hmm) and 1 is 20% over (in the long run, it is of the more powerful classes).With that in mind, the following system should be used to help spingboard and balance any new non-prestige Classes that you want to create.Is isn't wholly perfect, but neither am I, and nor is any one game. I would appreciate any positive feedback or suggestions – or even variations that youcome up with.


What follows is my attempt to create a point-based systems that GM's can use to build fantasy Classes within the framework of the CoreRulebooks. Of course, the existing Classes have more balance to them than previous editions of the game (in my humble opinion), but are somewhatdifficult to accurately reconstruct with these rules, due to their inherent imbalances. However, about 7 of the core classes are close to the mark, 3 aresomewhat off (about 90% under – probably the 3 weakest within the rules, hmm) and 1 is 20% over (in the long run, it is of the more powerful classes).With that in mind, the following system should be used to help spingboard and balance any new non-prestige Classes that you want to create.Is isn't wholly perfect, but neither am I, and nor is any one game. I would appreciate any positive feedback or suggestions – or even variations that youcome up with.


What follows is my attempt to create a point-based systems that GM's can use to build fantasy Classes within the framework of the CoreRulebooks. Of course, the existing Classes have more balance to them than previous editions of the game (in my humble opinion), but are somewhatdifficult to accurately reconstruct with these rules, due to their inherent imbalances. However, about 7 of the core classes are close to the mark, 3 aresomewhat off (about 90% under – probably the 3 weakest within the rules, hmm) and 1 is 20% over (in the long run, it is of the more powerful classes).With that in mind, the following system should be used to help spingboard and balance any new non-prestige Classes that you want to create.Is isn't wholly perfect, but neither am I, and nor is any one game. I would appreciate any positive feedback or suggestions – or even variations that youcome up with.


What follows is my attempt to create a point-based systems that GM's can use to build fantasy Classes within the framework of the CoreRulebooks. Of course, the existing Classes have more balance to them than previous editions of the game (in my humble opinion), but are somewhatdifficult to accurately reconstruct with these rules, due to their inherent imbalances. However, about 7 of the core classes are close to the mark, 3 aresomewhat off (about 90% under – probably the 3 weakest within the rules, hmm) and 1 is 20% over (in the long run, it is of the more powerful classes).With that in mind, the following system should be used to help spingboard and balance any new non-prestige Classes that you want to create.Is isn't wholly perfect, but neither am I, and nor is any one game. I would appreciate any positive feedback or suggestions – or even variations that youcome up with.


What follows is my attempt to create a point-based systems that GM's can use to build fantasy Classes within the framework of the CoreRulebooks. Of course, the existing Classes have more balance to them than previous editions of the game (in my humble opinion), but are somewhatdifficult to accurately reconstruct with these rules, due to their inherent imbalances. However, about 7 of the core classes are close to the mark, 3 aresomewhat off (about 90% under – probably the 3 weakest within the rules, hmm) and 1 is 20% over (in the long run, it is of the more powerful classes).With that in mind, the following system should be used to help spingboard and balance any new non-prestige Classes that you want to create.Is isn't wholly perfect, but neither am I, and nor is any one game. I would appreciate any positive feedback or suggestions – or even variations that youcome up with.


What follows is my attempt to create a point-based systems that GM's can use to build fantasy Classes within the framework of the CoreRulebooks. Of course, the existing Classes have more balance to them than previous editions of the game (in my humble opinion), but are somewhatdifficult to accurately reconstruct with these rules, due to their inherent imbalances. However, about 7 of the core classes are close to the mark, 3 aresomewhat off (about 90% under – probably the 3 weakest within the rules, hmm) and 1 is 20% over (in the long run, it is of the more powerful classes).With that in mind, the following system should be used to help spingboard and balance any new non-prestige Classes that you want to create.Is isn't wholly perfect, but neither am I, and nor is any one game. I would appreciate any positive feedback or suggestions – or even variations that youcome up with.


What follows is my attempt to create a point-based systems that GM's can use to build fantasy Classes within the framework of the CoreRulebooks. Of course, the existing Classes have more balance to them than previous editions of the game (in my humble opinion), but are somewhatdifficult to accurately reconstruct with these rules, due to their inherent imbalances. However, about 7 of the core classes are close to the mark, 3 aresomewhat off (about 90% under – probably the 3 weakest within the rules, hmm) and 1 is 20% over (in the long run, it is of the more powerful classes).With that in mind, the following system should be used to help spingboard and balance any new non-prestige Classes that you want to create.Is isn't wholly perfect, but neither am I, and nor is any one game. I would appreciate any positive feedback or suggestions – or even variations that youcome up with.
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