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General Tabletop Discussion
D&D Older Editions
3.N – Codex Gigas: Nonsi's complete 3.5 Revision (Final, PEACH not needed)
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<blockquote data-quote="nonsi256" data-source="post: 5979235" data-attributes="member: 86164"><p>.</p><p>Hi again people.</p><p></p><p>In my codex, I've come up with quite a few rules & brews.</p><p>They're all aimed towards several main goals:</p><p> - Game fun & satisfaction.</p><p> - Gameplay speedup.</p><p> - Theme & folklore</p><p> - Equilibrium.</p><p> - Credibility.</p><p> - The ability to create any pre-modern-era character archetype that the mind can conjure – without the need to further expand the codex (this one can never be fully achieved, I know, but I'm trying to come as close as I possibly can).</p><p></p><p>I'm well aware that sometimes meeting one might come at the expense of another to a certain degree; an outcome that in the vast majority of cases I manage to avoid. However, when I don't, I always aim for a significantly more apparent benefit than the tradeoff. I never introduce a rule or brew of which I'm not absolutely convinced that the pros significantly outweigh the potential cons.</p><p></p><p>But, being human, I'm prone to mistakes, so whenever I find them, I adjust.</p><p></p><p>========================================================</p><p></p><p>Anyways, when I posted my codex, there were several tasks that I'd given up on:</p><p> - Vitality Damage vs. Mortal Damage.</p><p> - Directly tying between attack rolls & damage scores, and finding an elegant formula that would replace critical hits.</p><p> - Resolving A-M.</p><p> - Enabling a Ranger/Paladin/Templar-esque character, without turning these archetypes into actual classes.</p><p> - One set of rules to deal with ASF reduction.</p><p></p><p>Well, I finally cracked these issues, so I've added a unified update to cover all improvements I've discovered since the codex was published.</p><p>If anyone finds things in the codex or the update that merit comments, don't hesitate to share.</p><p>.</p></blockquote><p></p>
[QUOTE="nonsi256, post: 5979235, member: 86164"] . Hi again people. In my codex, I've come up with quite a few rules & brews. They're all aimed towards several main goals: - Game fun & satisfaction. - Gameplay speedup. - Theme & folklore - Equilibrium. - Credibility. - The ability to create any pre-modern-era character archetype that the mind can conjure – without the need to further expand the codex (this one can never be fully achieved, I know, but I'm trying to come as close as I possibly can). I'm well aware that sometimes meeting one might come at the expense of another to a certain degree; an outcome that in the vast majority of cases I manage to avoid. However, when I don't, I always aim for a significantly more apparent benefit than the tradeoff. I never introduce a rule or brew of which I'm not absolutely convinced that the pros significantly outweigh the potential cons. But, being human, I'm prone to mistakes, so whenever I find them, I adjust. ======================================================== Anyways, when I posted my codex, there were several tasks that I'd given up on: - Vitality Damage vs. Mortal Damage. - Directly tying between attack rolls & damage scores, and finding an elegant formula that would replace critical hits. - Resolving A-M. - Enabling a Ranger/Paladin/Templar-esque character, without turning these archetypes into actual classes. - One set of rules to deal with ASF reduction. Well, I finally cracked these issues, so I've added a unified update to cover all improvements I've discovered since the codex was published. If anyone finds things in the codex or the update that merit comments, don't hesitate to share. . [/QUOTE]
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