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3.5, 3.0 products, and YOUR game....
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<blockquote data-quote="Psion" data-source="post: 1206545" data-attributes="member: 172"><p>I use some 3.5 stuff and some 3.0 stuff:</p><ul> <li data-xf-list-type="ul">New MM statistics with some tweaks (like giving back fiends their spell like abilities; see below for DR.)</li> <li data-xf-list-type="ul">I use mostly new classes, the cheif exception being the paladin and specialist wizards.</li> <li data-xf-list-type="ul">DR I use a mix and provide some mitigating factors. I use the material DRs, but keep "+" DRs instead of collapsining it into "magic." I tweak the material rules a bit, and add in the rokugan special material rules for adamantine. Some special new special materials in my game act as multiple other material types (e.g., mithril is good and silver, black iron is cold iron and evil, etc.)</li> <li data-xf-list-type="ul">Spells I use 3.0 with the exception of the spells that really needed it (mainly haste and harm.) Among other things, this lets me use the Green Ronin grimoires, in addition to the simple fact I saw a lot of "fixin' what wasn't broke." Buffs I have a mixed opinion on -- I like the shorter duration, but I also like the idea that at high levels, you might use metamagic to make it better. So I split the difference on duration and keep the old variable range, so once my chars hit epic levels, they can intensify buffs for a +10 bonus.</li> <li data-xf-list-type="ul">Feats, I add the new ones, but use the old rulings in most cases, except for metamagic.</li> <li data-xf-list-type="ul">I totally and completely ditch square facings, slightly tweaking down CRs when needed.</li> <li data-xf-list-type="ul">For magic items, I use the artificer's handbook. I stick with old modifier values for armor qualities because they work easier with Artificer's Handbook.</li> <li data-xf-list-type="ul">Skills I mostly follow the lead of 3.5; nobody ever takes innuendo, for example, and I see little reason for exclusive skills. The cheif exception is I keep scry. I don't like the way scrying operates under 3.5, and I find that Monte's rules in BoEM III have the right feel and balance.</li> </ul></blockquote><p></p>
[QUOTE="Psion, post: 1206545, member: 172"] I use some 3.5 stuff and some 3.0 stuff: [list] [*]New MM statistics with some tweaks (like giving back fiends their spell like abilities; see below for DR.) [*]I use mostly new classes, the cheif exception being the paladin and specialist wizards. [*]DR I use a mix and provide some mitigating factors. I use the material DRs, but keep "+" DRs instead of collapsining it into "magic." I tweak the material rules a bit, and add in the rokugan special material rules for adamantine. Some special new special materials in my game act as multiple other material types (e.g., mithril is good and silver, black iron is cold iron and evil, etc.) [*]Spells I use 3.0 with the exception of the spells that really needed it (mainly haste and harm.) Among other things, this lets me use the Green Ronin grimoires, in addition to the simple fact I saw a lot of "fixin' what wasn't broke." Buffs I have a mixed opinion on -- I like the shorter duration, but I also like the idea that at high levels, you might use metamagic to make it better. So I split the difference on duration and keep the old variable range, so once my chars hit epic levels, they can intensify buffs for a +10 bonus. [*]Feats, I add the new ones, but use the old rulings in most cases, except for metamagic. [*]I totally and completely ditch square facings, slightly tweaking down CRs when needed. [*]For magic items, I use the artificer's handbook. I stick with old modifier values for armor qualities because they work easier with Artificer's Handbook. [*]Skills I mostly follow the lead of 3.5; nobody ever takes innuendo, for example, and I see little reason for exclusive skills. The cheif exception is I keep scry. I don't like the way scrying operates under 3.5, and I find that Monte's rules in BoEM III have the right feel and balance. [/list] [/QUOTE]
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