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D&D Older Editions, OSR, & D&D Variants
3E D&D Aurelia setting & houserules material (now with magic items!)
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<blockquote data-quote="Arkhandus" data-source="post: 4574137" data-attributes="member: 13966"><p>Thanks.</p><p></p><p>It's been a looong time since I played 2E, aside from a brief 2e Drow campaign last year that ended abruptly, in which my drow psionicist (from the craziest House, the only one hinted at dabbling in psionics) was caught in a trap and subjected to unspeakable horrors by the party's drow rogue (or more accurately, the folks he made a deal with, to get rid of my PC) because of the rogue's treachery and accursed luck in making every save against my mind-reading and mind-controlling powers. And I think I made one failed attempt to psionically Disintegrate him.... It was fun despite the treachery between the rogue and the psionicist (the others were relatively loyal, as far as drow go...).</p><p></p><p>Don't remember a lot about the 2e Paladin, but that is the edition I started with so many years ago....so I'm still kinda fond of it (not so much the rules, but somewhat).</p><p></p><p></p><p>And yeah, I spend a lot of time checking over each of the classes, races, feats, monsters, etc. and trying to make sure they're balanced against each other and whatnot. Some of the rules changes are also suppsoed to change the balance in general..... Magic items are going to be somewhat less common in Aurelia and proportionately more expensive than in the core (though probably lower in actual price, because wealth by level is going to be somewhat lower), so the classes and races are a bit more powerful in general.</p><p></p><p>I've gotten into the habit of overcomplicating things somewhat, whereas my early Aurelia content was just setting material and slight rules-revisions. Currently trying to figure out where on the complexity/simplicity axis I want this stuff to fall on....</p><p></p><p></p><p>Some monsters will be posted soon, I've got a handful of them just about finished in description and rules. Right now, I've got the Barbarian finished and the Hospitaler variant Paladin will be done in a day or two. Hospitalers are more defensive and healing-oriented than other paladins, though theiir hit dice are only d8s, because their Lay on Hands ability is twice as powerful and they get extra defensive benefits, like poison immunity, Will save bonuses, ally-protecting stuff, more spells, earlier access to spells, and eventual access to 5th-level spells like Raise Dead, Cure Massive Wounds, Break Enchantment, Righteous Might, and such. They only get a medium Base Attack Bonus, but their Lay on Hands and spellcasting advantages make up for it.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4574137, member: 13966"] Thanks. It's been a looong time since I played 2E, aside from a brief 2e Drow campaign last year that ended abruptly, in which my drow psionicist (from the craziest House, the only one hinted at dabbling in psionics) was caught in a trap and subjected to unspeakable horrors by the party's drow rogue (or more accurately, the folks he made a deal with, to get rid of my PC) because of the rogue's treachery and accursed luck in making every save against my mind-reading and mind-controlling powers. And I think I made one failed attempt to psionically Disintegrate him.... It was fun despite the treachery between the rogue and the psionicist (the others were relatively loyal, as far as drow go...). Don't remember a lot about the 2e Paladin, but that is the edition I started with so many years ago....so I'm still kinda fond of it (not so much the rules, but somewhat). And yeah, I spend a lot of time checking over each of the classes, races, feats, monsters, etc. and trying to make sure they're balanced against each other and whatnot. Some of the rules changes are also suppsoed to change the balance in general..... Magic items are going to be somewhat less common in Aurelia and proportionately more expensive than in the core (though probably lower in actual price, because wealth by level is going to be somewhat lower), so the classes and races are a bit more powerful in general. I've gotten into the habit of overcomplicating things somewhat, whereas my early Aurelia content was just setting material and slight rules-revisions. Currently trying to figure out where on the complexity/simplicity axis I want this stuff to fall on.... Some monsters will be posted soon, I've got a handful of them just about finished in description and rules. Right now, I've got the Barbarian finished and the Hospitaler variant Paladin will be done in a day or two. Hospitalers are more defensive and healing-oriented than other paladins, though theiir hit dice are only d8s, because their Lay on Hands ability is twice as powerful and they get extra defensive benefits, like poison immunity, Will save bonuses, ally-protecting stuff, more spells, earlier access to spells, and eventual access to 5th-level spells like Raise Dead, Cure Massive Wounds, Break Enchantment, Righteous Might, and such. They only get a medium Base Attack Bonus, but their Lay on Hands and spellcasting advantages make up for it. [/QUOTE]
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