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D&D Older Editions, OSR, & D&D Variants
3.N – Codex Gigas: My End-All-Be-All 3.5 Revision
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<blockquote data-quote="nonsi256" data-source="post: 5675777" data-attributes="member: 86164"><p>.</p><p>Hi marcielle, and thanks for the positive feedback.</p><p></p><p></p><p></p><p>Rogues do get skill tricks++ (Skill Savvy & Natural Skill-Trickster) and monks can already run on walls (using the proper skill tricks). Throwing sand into peoples’ eyes can be explained as many things (feinting, SA, Dirty Fighting, the Rogue’s Improvisation etc).</p><p>Also, I put a lot of thought on how to maximize the range of options for noncasters (Ghostknife, Monk, Rogue & Warrior).</p><p>Try to see the benefit of each of their abilities – especially the ones that expand options.</p><p>Try to figure the synergy between their abilities</p><p>Try to understand how they can harness some of the rules in entry #5 to expand their range of options (e.g. everything regarding Actions, Grapple, Overrun, Pulling Punches, Shield Another and Crit-Substitutions).</p><p>Try to figure which of my new feats would benefit which character classes and character concept.</p><p>Try to imagine the new possibilities opened up by the new skill options.</p><p>See what you can do with the new weapons' rules.</p><p>And it’s not just about character power, but also about the vastly expanded encounter dynamics. At mid-high levels, you can have dozens of encounters without having any two combat rounds resembling one another – all revolving around the options available to noncasters.</p><p></p><p></p><p></p><p>Unlike class features, I don’t look at racial traits as something that should be quantified individually.</p><p>The races I’ve given are just the basic list, which of course can be vastly expanded, but races should come as complete packages, with the total LA assessed by feel & touch.</p><p>This approach is based on the fact that racial traits usually don’t synergize well (or at all) and that the total is far less than the sum of its parts.</p><p>Take the Dwarf for instance. The speed reduction hurts a lot more than the benefits of numeric bonuses to skills & saves.</p><p></p><p></p><p></p><p>I’m open to suggestions, but according to my calculations, it doesn’t seem like spellcasters now gain too much immediately available raw power.</p><p>But maybe you’re seeing something that I’m missing.</p><p></p><p></p><p></p><p>Tried that too many times. Never managed to make it work or ever seen one that did.</p><p>It always turns out to cost too much compared to SL and too much of a hassle to manage in-game (I’ll have to multiply all the numeric values by at least x10 and I’m not sure I’m ready to do that).</p><p>The idea with the Strain & Tolerance rules the way they are currently configured, is that with experience, a spellocaster learns to cast spells more efficiency, squeezing more out of a given amount of magical power while paying a smaller price for wielding that power (basically, like every other field of practice in real life).</p><p></p><p></p><p></p><p>I don’t know. At level 20, +28 doesn’t seem all that impressive.</p><p></p><p></p><p></p><p>The common sense here is obvious, but how do you intend to implement this concept to:</p><p>1. Have standardized mechanics.</p><p>2. Not be a mechanical headache of bookkeeping.</p><p>3. Have some strategic aspect (when to use, which combinations etc) and not just a no-brainer power boosting factor.</p></blockquote><p></p>
[QUOTE="nonsi256, post: 5675777, member: 86164"] . Hi marcielle, and thanks for the positive feedback. Rogues do get skill tricks++ (Skill Savvy & Natural Skill-Trickster) and monks can already run on walls (using the proper skill tricks). Throwing sand into peoples’ eyes can be explained as many things (feinting, SA, Dirty Fighting, the Rogue’s Improvisation etc). Also, I put a lot of thought on how to maximize the range of options for noncasters (Ghostknife, Monk, Rogue & Warrior). Try to see the benefit of each of their abilities – especially the ones that expand options. Try to figure the synergy between their abilities Try to understand how they can harness some of the rules in entry #5 to expand their range of options (e.g. everything regarding Actions, Grapple, Overrun, Pulling Punches, Shield Another and Crit-Substitutions). Try to figure which of my new feats would benefit which character classes and character concept. Try to imagine the new possibilities opened up by the new skill options. See what you can do with the new weapons' rules. And it’s not just about character power, but also about the vastly expanded encounter dynamics. At mid-high levels, you can have dozens of encounters without having any two combat rounds resembling one another – all revolving around the options available to noncasters. Unlike class features, I don’t look at racial traits as something that should be quantified individually. The races I’ve given are just the basic list, which of course can be vastly expanded, but races should come as complete packages, with the total LA assessed by feel & touch. This approach is based on the fact that racial traits usually don’t synergize well (or at all) and that the total is far less than the sum of its parts. Take the Dwarf for instance. The speed reduction hurts a lot more than the benefits of numeric bonuses to skills & saves. I’m open to suggestions, but according to my calculations, it doesn’t seem like spellcasters now gain too much immediately available raw power. But maybe you’re seeing something that I’m missing. Tried that too many times. Never managed to make it work or ever seen one that did. It always turns out to cost too much compared to SL and too much of a hassle to manage in-game (I’ll have to multiply all the numeric values by at least x10 and I’m not sure I’m ready to do that). The idea with the Strain & Tolerance rules the way they are currently configured, is that with experience, a spellocaster learns to cast spells more efficiency, squeezing more out of a given amount of magical power while paying a smaller price for wielding that power (basically, like every other field of practice in real life). I don’t know. At level 20, +28 doesn’t seem all that impressive. The common sense here is obvious, but how do you intend to implement this concept to: 1. Have standardized mechanics. 2. Not be a mechanical headache of bookkeeping. 3. Have some strategic aspect (when to use, which combinations etc) and not just a no-brainer power boosting factor. [/QUOTE]
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3.N – Codex Gigas: My End-All-Be-All 3.5 Revision
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