Dice4Hire
First Post
I am currently using a few $e things in my 3.5 gmaes.
BLB (Base level Bonus, the +1 you get to Ac saves, etc on even levels)
In 3.5, I am giving the bonus to AC, Skills, and a single save each time (so not fort, ref, will, but only fort, for example) This is helping to let characters spread out their skills a lot as the BLB applies to max ranks. So instead of keeping 2+Int(+human?) skills maxed, they can max another skill or get low ranks in several others.
4E monsters. I have been using 4E monsters with minimal changes in my 3.5 games, though they only get their bloodied value of hit points, and it has been very successful. The monsters have a lot cooler abilities, and they hit a bit harder. It it taking the players a bit of tiem getting used to being knocked prone, being marked and some other effects that rarely if ever happen in 3.5. But it makes the monsters far more unique. And more dangerous.
APS. I am allowing APs(yes, I know they were in 3.5 too) The APs are good for extra actions, or for second wind, though they can be used as free actions. I am giving two at the start of a day and one after every encounter, to help make up for the monsters being a bit tougher.
And so far it is very successful.
BLB (Base level Bonus, the +1 you get to Ac saves, etc on even levels)
In 3.5, I am giving the bonus to AC, Skills, and a single save each time (so not fort, ref, will, but only fort, for example) This is helping to let characters spread out their skills a lot as the BLB applies to max ranks. So instead of keeping 2+Int(+human?) skills maxed, they can max another skill or get low ranks in several others.
4E monsters. I have been using 4E monsters with minimal changes in my 3.5 games, though they only get their bloodied value of hit points, and it has been very successful. The monsters have a lot cooler abilities, and they hit a bit harder. It it taking the players a bit of tiem getting used to being knocked prone, being marked and some other effects that rarely if ever happen in 3.5. But it makes the monsters far more unique. And more dangerous.
APS. I am allowing APs(yes, I know they were in 3.5 too) The APs are good for extra actions, or for second wind, though they can be used as free actions. I am giving two at the start of a day and one after every encounter, to help make up for the monsters being a bit tougher.
And so far it is very successful.