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D&D 3E/3.5 3.5 HR – Codex Gigas

The psionic classes and psionics in general weren't invented to cover folklore archetypes. The origin of psionics is actually AD&D 2e's attempt to embody the sorcerer-kings presented in the Darksun novels (hardly worthy to be categorized as folklore).
With 3.5e's RAW plus the "complete" series and a handfull of inginuitive spells, you could do that easiy without ever requiring the invention of psionics.

Seeing as how Dark Sun came out long after 1e AD&D (which had psionic rules), that can't be the case. The origin of AD&D psionics probably has more to do with science-fiction than anything else, especially considering the very sciencey nature of the original powers given. The presence of psionic abilities for various deities and archfiends in 1e probably owes more to "we printed these rules, better not waste the ink and pages" than "these rules precisely reflect what the literature says they could do". Simply appearing in 1e AD&D shouldn't be considered proof that something had fantasy trope origins; the original DMG also included rules for revolvers, laser guns, and power armour.
 

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The presence of psionic abilities for various deities and archfiends in 1e probably owes more to "we printed these rules, better not waste the ink and pages" than "these rules precisely reflect what the literature says they could do". Simply appearing in 1e AD&D shouldn't be considered proof that something had fantasy trope origins; the original DMG also included rules for revolvers, laser guns, and power armour.

I'm not too familiar with 1e, but the execution in 2e was far from appealing.

Anyway, when I considered the possibility of incorporating psionics into my HR, I asked myself one thing: "Is there anything that can be accomplished via psionics that's beyond the reach of spellcasting?".
Given the answer is a decisive "No", I found no reason to add it. The same goes for meldshapig, truenaming etc.
 

Sorry, but that is a nightmare to read through.

Properly formatted pdf, doc, rtf, or post(s) here are all fine (by me.) :)

Heh, or even html (!)
This.

I'll read it if I ever get the time, because I'm hearing good things, but treading water through it looks daunting and painful in terms of navigation. From start to finish might work, but you'd never be able to find anything if youre looking for it (not within a reasonable amount of time).

The reorganized ones could work though. I'll look again when I have some time.

I still maintain that throwing it into MS Word, and formatting it well, then using the Auto Table of Contents feature to find things would be amazingly useful.
 

This.

I'll read it if I ever get the time, because I'm hearing good things, but treading water through it looks daunting and painful in terms of navigation. From start to finish might work, but you'd never be able to find anything if youre looking for it (not within a reasonable amount of time).

The reorganized ones could work though. I'll look again when I have some time.

I still maintain that throwing it into MS Word, and formatting it well, then using the Auto Table of Contents feature to find things would be amazingly useful.

Here’s a quick tour, free of charge (all you had to do was to open the INTRODUCTION spoiler and click the link at the bottom).​
 


[FONT=&quot]I polished some details regarding the Monk and the Druid, replaced a cumbersome game mechanic with a much simpler solution and reworked another one a bit.[/FONT]​
[FONT=&quot]Given the lack of displayed interest, I didn’t bother updating the .doc file.[/FONT]

[FONT=&quot][/FONT]​
 

I just looked this over.

Some okay ideas, but then they're stretched out into completely new and complex mechanics that require unworkable amounts of bookkeeping.

For example, I always thought there should be an option for a character with good hand-eye and aim, but poor agility; and vice versa. Perhaps a feat, or character trait - "Reduce Dex by two points. For ranged attack rolls and [X hand-eye skills], it is considered 4 higher."

However, you implemented it as a NEW ability score instead, meaning a potential change to about 100 feats and a bunch of skills, and you have to check each one every time it comes up. You have to change every monster based on whether or not you think it's good at aiming or good at dodging or both.

Another example is the weapons, which I gave up on about 5 tables in. No one is ever going to memorize complex lists of numbers like what Strength score is required to wield a certain size of weapon, or how many attacks you get with a certain size of weapon at a certain level. And then there's the list of weapon groups and - oh lord - COMBINED weapon groups. That is where I gave up reading.

House rules (at least if you think other people would benefit from using them) should be simple, intuitive, and work within the existing ruleset. Most of all they should be necessary and fix actual problems.
 

I just looked this over.

Some okay ideas, but then they're stretched out into completely new and complex mechanics that require unworkable amounts of bookkeeping.
No bookkeeping required at all - everything is already in the document.


For example, I always thought there should be an option for a character with good hand-eye and aim, but poor agility
. . .
Perhaps a feat, or character trait - "Reduce Dex by two points. For ranged attack rolls and [X hand-eye skills], it is considered 4 higher."
They tried the subabilities approach as an alt ruleset in AD&D 2e - it didn't work.​
If you want to talk about bookkeeping, this was it.


However, you implemented it as a NEW ability score instead, meaning a potential change to about 100 feats and a bunch of skills, and you have to check each one every time it comes up.
I don't understand why attributing a skill/feat to an ability score with a different name should have any effect on its balance.


You have to change every monster based on whether or not you think it's good at aiming or good at dodging or both.
There was a time when I thought so too, but if you think of it, monsters come and go all the time and no one’s really interested in breaking them down to their components, so as far as I’m concerned, they can remain exactly as they are without it having any negative effect on anything.
NPCs - either make PCs (which in the aftermath I find to be an easier challenge than with the core classes), leave them as they are or conjure the numbers on-the-fly.


Another example is the weapons, which I gave up on about 5 tables in.
Funny, I counted only 3 tables in the entire entry and you don’t need them at all once you get the hang of it.
- Medium weapons work just as given in the RAW.​
- Small & tiny weapons gain iterative attacks in steps of -4 (e.g. +9/+5/+1) instead of the regular -5.​
- Large & huge weapons gain iterative attacks in steps of -6 (e.g. +14/+8/+2) instead of the regular -5.


No one is ever going to memorize complex lists of numbers like what Strength score is required to wield a certain size of weapon
start with 19 and go down -4 for each category. How hard can it be ?​
I used 4 for tiny weapons just because 3 belongs in a wheelchair from the get go.


, or how many attacks you get with a certain size of weapon at a certain level. And then there's the list of weapon groups and - oh lord - COMBINED weapon groups.
That’s just for the character build stage. It has absolutely no in-game effect.​
In return for this negligible effort, you can practically gain any weapon proficiency you fancy without having to pay for it with feats.​
Other than the above, once you remember what the abbreviations mean all you need is the “The Weapon Groups” spoiler, to remember which group houses the weapon you fancy.


That is where I gave up reading.
Too bad for you – your loss.


House rules (at least if you think other people would benefit from using them) should be simple, intuitive, and work within the existing ruleset.
They are, once you got over the initial panic.


Most of all they should be necessary and fix actual problems.
The rules for weapons fix several problems (as does most everything else you’ll find in there):​
1. Burning feats for weapon prof and the build acrobatics sooo many players had to make in the history of 3e to get the exotic weapon they so badly desired.​
2. More weapon-related combat options – a lot more.​
3. More balance between the different weapons that leaves weapon selection to persoal taste & style rather than a selection based on power scouting.​
4. The ability to assign any weapon to almost any class/character.​

How’s that for fixing stuff ?​

Pick any topic and I’ll show you exactly what it comes to solve/improve.

 

Bookkeeping refers a) to the amount you have to change from what's in the core books, abd b) how "spread out" that material is. It's not just changing specific mechanics, like jumping for example, it's changing something at the very core of the game, making you go through and tweak/re-check everything.

I didn't say anything about balance - frankly the whole thing is so arcane I couldn't begin to fathom how it balanced out. I'm talking about ease of use.

Monsters may be statless bowling pins in some peoples' games, but if I wanted it that way I'd just play 4E.

As for the weapons, I count long lists such as "weapon types" and "combined weapon types" to be chart-like enough to qualify as charts. Basically they're non-intuitive information you have to look up on the sheet: chart.

I don't care that a bard or rogue gets to use a greatsword cause he has 19 strength. Or that I get to play with exotic weapons no one really needs. Not worth the bookkeeping.
 

Well, in Steinhauser's defense, I personally found whatever good ideas and deep understanding of the limitations of 3.0 where on display in nonsi256's rules set was completely offset because of poor writing skills, poor organization, bizarre attempts to fix things that aren't really broken, and new rule innovations that simply reflect his personal taste rather than a widespread criticism of 3.X. nonsi256 tends to show alot of the bizarre fiddliness that crept into the 1st edition design as people randomly tried to achieve various goals often with little clear idea what the consequences were or why they were trying to acheive it. I often find myself in perfect agreement with nonsi256 about the big issues - what the fighter needs to compete, the pointlessness of psionics as a separate subsystem - but alternately utterly baffled by or simply disinterested in his particular implementation.

I actually have the reverse problem with PP. PP is well organized, well written, and tends to avoid rules changes that are only the product of personal taste, but on the other hand tends to not have very deep understanding of the limitations of 3.X and what exactly it is that needs to be fixed. For example, nonsi's fighter shows a much clearer understanding of what is wrong with the 3.X fighter than PP does. I'm not fully happy with it, and I find its implementation clunky and the writing terrible, but I'd use it over the PP fighter on the very simple grounds that it actually improves the situation.

There are some good ideas in both rules set, but taken as a whole I couldn't endorse either of them. Nonsi256 needs to work on his writing skills and needs to create more elegant, unified approaches throughout the work. PP needs to step back and look at the big picture with a little more critical eye, and then apply his talents for writing and elegant rules smithing to solving the real problems in a more comprehensive and effectual manner.
 

Into the Woods

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