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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="cormanthor" data-source="post: 5694326" data-attributes="member: 62464"><p>I've been pouring over the content in your Codex Gigas, and it is very good. I intend to adopt most of these house rules for use in my own [slowly evolving] campaign world.</p><p></p><p><u>I do have a few issues / questions:</u></p><p><strong><em>1.</em></strong> Missile Devices and Skills -- I can't imagine swimming with a crossbow is easy, but it can't be any harder than swimming with a greatsword. How about a blanket -2 ACP for medium weapons, -4 ACP for large / huge weapons?</p><p><strong><em>2.</em></strong> Can you go into further detail and clarify Modified Feats -> PHB I -> Cleave? Is it saying that you can double the #att in a round? And if you're only making a single standard action attack, it sounds like you can only cleave on a crit.</p><p><strong><em>3.</em></strong> Shield Feats -> Buckler Proficiency is marked as a (New Feat), but seems to need fleshing out.</p><p><strong><em>4.</em></strong> Bard (LOVING the changes here, btw) -- Do you count Sustaining Melody and Discord as Bardic Music Effects, or are they used in conjunction with BME's? Also, Sustaining Melody should be (Su) and Revealing Chime should be (Sp)</p><p><strong><em>5.</em></strong> Feral Bard variant -- I'll be renaming it "Tribal Bard", changing <em>Inspire the Pack</em> to <em>Inspire the Tribe</em></p><p><strong><em>6.</em></strong> DFA -- I'll be toning this down a little for my campaign world. I'm dropping the breath weapon to d6's and modifying Draconic Resolve to read "You gain immunity to paralysis, sleep effects, and the frightful presence of dragons <strong>whose age category is less than your class level,</strong> and a +2 CHA increase."</p><p></p><p>I haven't gotten very far into the classes, as I'm reviewing everything bullet-by-bullet for future use.</p><p>I'm also skipping the Strain / Tolerance spellcasting system in favor of a spellpoints variant that I am developing. Basically, spells cost their spell level plus the cost of the previous level ( 1st - 1, 2nd - 3, 3rd - 6, 4th - 10, 5th - 15, 6th - 21, 7th - 28, 8th - 36, and 9th - 45). For full-progression classes, your spellpoints are accumulated much the same way (caster level + your previous spellpoint total), with bonus spellpoints derived from CON modifier x caster level. For slower progression classes, cut that in half. You become fatigued when your total spellpoints drop to (or below) 1/2 of your max, and at 1/3 or lower you become exhausted. These conditions cannot be cured magically, but when overcome naturally, your spell points follow (increasing to 1/2 total after an hour's rest, and resetting fully after 8 hours rest). I am removing 0th level spells entirely, preferring to incorporate them directly into the classes as spell-like abilities or supernatural powers if they are relevant / necessary. One note here is that all spells are cast at base levels (5d6 <em>fireballs</em>), and increasing the effective caster level requires spending 2 additional points per caster level (up to your max CL), making a 10d6 <em>fireball</em> cost about as much as a 5th level <em>cone of cold</em> which starts at 9d6.</p><p>[I only included the bit about the spellpoint system as a counter-point to your Strain / Tolerance intro]</p></blockquote><p></p>
[QUOTE="cormanthor, post: 5694326, member: 62464"] I've been pouring over the content in your Codex Gigas, and it is very good. I intend to adopt most of these house rules for use in my own [slowly evolving] campaign world. [U]I do have a few issues / questions:[/U] [B][I]1.[/I][/B] Missile Devices and Skills -- I can't imagine swimming with a crossbow is easy, but it can't be any harder than swimming with a greatsword. How about a blanket -2 ACP for medium weapons, -4 ACP for large / huge weapons? [B][I]2.[/I][/B] Can you go into further detail and clarify Modified Feats -> PHB I -> Cleave? Is it saying that you can double the #att in a round? And if you're only making a single standard action attack, it sounds like you can only cleave on a crit. [B][I]3.[/I][/B] Shield Feats -> Buckler Proficiency is marked as a (New Feat), but seems to need fleshing out. [B][I]4.[/I][/B] Bard (LOVING the changes here, btw) -- Do you count Sustaining Melody and Discord as Bardic Music Effects, or are they used in conjunction with BME's? Also, Sustaining Melody should be (Su) and Revealing Chime should be (Sp) [B][I]5.[/I][/B] Feral Bard variant -- I'll be renaming it "Tribal Bard", changing [I]Inspire the Pack[/I] to [I]Inspire the Tribe[/I] [B][I]6.[/I][/B] DFA -- I'll be toning this down a little for my campaign world. I'm dropping the breath weapon to d6's and modifying Draconic Resolve to read "You gain immunity to paralysis, sleep effects, and the frightful presence of dragons [B]whose age category is less than your class level,[/B] and a +2 CHA increase." I haven't gotten very far into the classes, as I'm reviewing everything bullet-by-bullet for future use. I'm also skipping the Strain / Tolerance spellcasting system in favor of a spellpoints variant that I am developing. Basically, spells cost their spell level plus the cost of the previous level ( 1st - 1, 2nd - 3, 3rd - 6, 4th - 10, 5th - 15, 6th - 21, 7th - 28, 8th - 36, and 9th - 45). For full-progression classes, your spellpoints are accumulated much the same way (caster level + your previous spellpoint total), with bonus spellpoints derived from CON modifier x caster level. For slower progression classes, cut that in half. You become fatigued when your total spellpoints drop to (or below) 1/2 of your max, and at 1/3 or lower you become exhausted. These conditions cannot be cured magically, but when overcome naturally, your spell points follow (increasing to 1/2 total after an hour's rest, and resetting fully after 8 hours rest). I am removing 0th level spells entirely, preferring to incorporate them directly into the classes as spell-like abilities or supernatural powers if they are relevant / necessary. One note here is that all spells are cast at base levels (5d6 [I]fireballs[/I]), and increasing the effective caster level requires spending 2 additional points per caster level (up to your max CL), making a 10d6 [I]fireball[/I] cost about as much as a 5th level [I]cone of cold[/I] which starts at 9d6. [I only included the bit about the spellpoint system as a counter-point to your Strain / Tolerance intro] [/QUOTE]
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