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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
A more "old-school" 3.5E
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<blockquote data-quote="3d6" data-source="post: 3270543" data-attributes="member: 12715"><p>My players have expressed interest in playing a game of D&D using rules more similar to older versions of D&D. However, the only rulebook we have in common is 3.5E, so that's probably the best starting point. I've been trying to come up with the simplest possible house rules to make 3.5E play (mechanically) more like older versions, and here's what I've come up with.</p><ul> <li data-xf-list-type="ul">No feats.</li> <li data-xf-list-type="ul">No skills, except for rogues.</li> <li data-xf-list-type="ul">No normal multiclassing.</li> <li data-xf-list-type="ul">A character can have two classes, using the gestalt rules from UA, but XP is split up between both classes.</li> <li data-xf-list-type="ul">The XP tables are exponential (1000, 2000, 4000, 8000, 16000, etc.).</li> <li data-xf-list-type="ul">No attacks of opportunity.</li> <li data-xf-list-type="ul">People declare their actions at the start of the round, then initititve is rolled to determine the order the actions are resolved.</li> <li data-xf-list-type="ul">To generate ability scores, roll 3d6 six times and assign them as they choose, the ability modifiers are 3 (-3), 4-5 (-2), 6-8 (-1), 9-12 (+0), 13-15 (+1), 16-17 (+2), 18 (+3)</li> <li data-xf-list-type="ul">Instead of granting bonuses to ability scores, races improve ability modifiers; for example, an orc gets +1 Strength modifier, -1 Intelligence modifier, -1 Charisma modifier (this change is mainly so I don't have to create a big table to find ability modifiers for higher than human possible ability scores)</li> </ul><p></p><p>Does that seem like it would result in a rules system pretty similar (in a general sense) to previous versions of D&D/AD&D?</p></blockquote><p></p>
[QUOTE="3d6, post: 3270543, member: 12715"] My players have expressed interest in playing a game of D&D using rules more similar to older versions of D&D. However, the only rulebook we have in common is 3.5E, so that's probably the best starting point. I've been trying to come up with the simplest possible house rules to make 3.5E play (mechanically) more like older versions, and here's what I've come up with. [list][*]No feats. [*]No skills, except for rogues. [*]No normal multiclassing. [*]A character can have two classes, using the gestalt rules from UA, but XP is split up between both classes. [*]The XP tables are exponential (1000, 2000, 4000, 8000, 16000, etc.). [*]No attacks of opportunity. [*]People declare their actions at the start of the round, then initititve is rolled to determine the order the actions are resolved. [*]To generate ability scores, roll 3d6 six times and assign them as they choose, the ability modifiers are 3 (-3), 4-5 (-2), 6-8 (-1), 9-12 (+0), 13-15 (+1), 16-17 (+2), 18 (+3) [*]Instead of granting bonuses to ability scores, races improve ability modifiers; for example, an orc gets +1 Strength modifier, -1 Intelligence modifier, -1 Charisma modifier (this change is mainly so I don't have to create a big table to find ability modifiers for higher than human possible ability scores) [/list] Does that seem like it would result in a rules system pretty similar (in a general sense) to previous versions of D&D/AD&D? [/QUOTE]
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