Ad&d 3.0

JRRNeiklot

First Post
While I like D20 in general, I think they took it a bit too far. I like the multiclassing system of prior editions much better, and I'm not thrilled with the power creep of 3e, so I've implemented an SRD of sorts. It contains alternate versions of some classes and some house rules I've implemented to get sort of an AD&D 3.0, while retaining the basic foundation of 3e. To balance the new classes, I'm going to a table resembling the old 1e experience point tables and I'll use the variant exp rules from UA.

Here is an excerpt.

Any thoughts? Apologies on the formatting.





Rules



The Flat-footed condition does not exist.

AOOs: AOOs do not exist.
Ranged weapons CANNOT be used in melee. Period.

Ranged weapons fired into melee have a chance of hitting eother combatant. It’s not because you aimed poorly, but because combat is fluid and the guys fighting shift about constantly.

Armor proficiencies do not exist. If your class doesn’t have them, you can’t get them. Multiclass if you want them bad enough.


Skills: Tumble does not exist.

There are no favored classes.



If you turn your back and run from combat, anyone in range gets a melee attack against you. You may make a single move to withdraw from combat, but nothing prevents the enemy from following unless a party member decides to block him.


Mobility, Combat reflexes, Quicken spell, persistent spell, and all item creation feats, save scribe scroll,craft wand, and brew potion, do not exist. Other feats may be nerfed or canned if they are deemed to powerful or if they are bland and lack flavor. This will be taken on a case by case basis.

Spells: The following spells do not exist:

All damage dealing cantrips
All of the Cat’s Grace, Owls Wisdom, etc spells, with the exception of Bull’s strength, which grants a 1d8
enhancement bonus and lasts 1 hour per level.
Magic Weapon, Greater magic weapon
Divine Favor
Divine Power
Nature’s favor
True Resurrection
Any spell which resembles the above and makes spellcaster better fighters than fighters.


Haste: Doubles movement and attack rate, area of effect 20 ft radius, ages recepients one year.
Blink: Grants 50% miss chance to enemies, 20% to recepient, allows sneak attack. Does not allow one to evade
area effect spells, nor evade grapples. You may not blink if grappled or restrained in any way.
Polymorph self – Lasts 10 minutes plus one minute per level, also you may shift forms throughout the duration of the spell. – This makes it more useful, but keeps people from being monsters for indefinite periods.
Disintegrate: Has no secondary effect. You are either disintegrated or you aren’t.

Reversable spells are back. Reduce/enlarge, Raise dead/slay living, heal/harm, resurrection/destruction, comprehend/confuse languages, etc.

Ranger, bard, and paladin spell lists do not exist.






Races:

Elves gain +1 to hit with the long sword and long bow.

Dwarves retain their movement rate in medium and heavy armor.



Classes: Several classes have undergone a revision.

There are no prestige classes. If you find a core class you want to play, shoot it my way.

Rogues no longer gain evasion. Rogues cannot sneak attack just by flanking, the target must be unaware of the attack, or unable to defend himself from it, however, rogues do get +4 to hit when flanking. Does this mean fighter subtypes will be better in combat than the thief? Damn straight. As it should be.

Fighters, rangers, paladins, and monks gain extra attacks. All others gain one. If you want more attacks, multiclass.
The ranger: Uses cleric and Magic user list.
The Bard: Uses Druid Spell list. Spells are divine,so no ASP.
The Paladin: Uses Cleric Spell list
Multiclass fighters cannot gain weapon specialization nor do they gain bonus feats. They do, however, retain their attack rate.
Druids gain the plant and animal domains and may spontaneously cast any summon nature’s ally spell. Domain spells cannot be swapped in this manner.
Rogue: Loses evasion and may not select improved evasion as a special ability. Rogues may tumble in combat. By forfeiting all attacks and making an acrobatic tumble, they can gain a +1 bonus to ac per two levels. There is no roll for this, he just does it.
Barbarian, ranger, and monk have undergone complete overhauls.


Monks, paladins, bards, and barbarians may not multiclass. Ranger/druids, ranger/clerics are allowed. Otherwise, only fighter, wizard/sorceror, cleric, thief may multiclass. Multiclassing is done at FIRST level only. Humans may multiclass No dual classing.


Okay, character creation rules:

Roll 4d6, drop the lowest. Once per roll, you may reroll a one. If it comes up a one again, too bad. For example, I roll a 6,4,1,1 – I can reroll ONE of the ones – it comes up a 6, so I have a 16. Assign as desired. You may roll 2 characters and take the better one.
Skills: As per 3e, except for multiclass characters. Multiclass characters gain the higher of the classes skill points, and all classes skills are considered class skills AT FIRST LEVEL. As he levels up, this changes. Suppose you have a fighter/thief/mage. He gains 2nd level in thief. He divides his class skills by 3, since this gives him an odd number, he split’s them by getting 4 as a thief, 2 as a mage, and 2 as a fighter. Or however he wants to split them as he levels up, as long as it = 8 per total level. Since he leveled up as a thief, only thief/rogue skills are class skills. He next levels up as a fighter, so we pick 2 skill points to add and may only pick fighter skills. He could use all his skill points in either class if he wishes, so he could spend all 8 on rogue skills or 7 on rogue skill, saving one for when he levels up as a wizard, etc. If he has an int bonus, he still divides by 3, so this same character, with a 14 int will have 10 skill points (8 for rogue, the higher of the three classes +two for int) and can split them however he wishes.

Saves: Take the better of both classes saves. A fighter/cleric will have saves of 2/0/2.

Hit points – max at first level.
After 9th level, no more hit points are rolled. Exceptions are the ranger, who gets 11 hit dice, and the monk who gains up to 20. Barbarians gain 4 per level, Fighters, bards, and rangers 3, Clerics and rogues 2 and wizards and sorcerors 1


CLASSES Barbarian Core Class


Class Level Base Attack Bonus Fort Save Ref Save Will Save Special


1st +1 +2 +0 +0 Fast Movement, Illiteracy, Back protection (5%/lvl), Leap of the clouds, Detect Magic, Detect Illusion
2nd +2 +3 +0 +0 Uncanny Dodge
3rd +3 +3 +1 +1 Run, Endurance, Trap sense
4th +4 +4 +1 +1 Track, Powerful strike, Magical save bonus +1
5th +5 +4 +1 +1 Improved Uncanny Dodge
6th +6 /+1 +5 +2 +2 Powerful strike +2
7th +7 /+2 +5 +2 +2
8th +8 /+3 +6 +2 +2 Magical save bonus +2
9th +9 /+4 +6 +3 +3 Powerful strike +3
10th +10 /+5 +7 +3 +3
11th +11 /+6 /+1 +7 +3 +3
12th +12 /+7 /+2 +8 +4 +4 Powerful strike +4, Magical save bonus +3
13th +13 /+8 /+3 +8 +4 +4
14th +14 /+9 /+4 +9 +4 +4 —
15th +15 /+10 /+5 +9 +5 +5 —
16th +16 /+11 /+6 /+1 +10 +5 +5 Magical save bonus +4
17th +17 /+12 /+7 /+2 +10 +5 +5
18th +18 /+13 /+8 /+3 +11 +6 +6 —
19th +19 /+14 /+9 /+4 +11 +6 +6 —
20th +20 /+15 /+10 /+5 +12 +6 +6 Magical save bonus +5


Alignment: Any.
Alignment: Any
Hit Die: d12 Class Skills Str Climb, Jump, Swim
Dex Hide, Move Silently, Ride
Con
Int Craft, Knowledge (nature),
Wis Heal, Listen, , Spot, Survival
Cha Handle Animal, Intimidate

Skill Points: 4 + intelligence mod / level.


Starting Feats

Simple Weapon Proficiency
Martial Weapon Proficiency (all weapons)
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency




Class Features All of the following are class features of the ranger.
Uncanny Dodge: See PHB


A barbarian wearing light armor gains twice his dex bonus to ac and twice his con bonus to hit points. He loses this if he wears armor heavier than light.






Class Features
All of the following are class features of the barbarian.
Weapon and Armor Proficiency: A barbarian is proficient with all simple and martial weapons, light armor, medium
armor, and shields (except tower shields).
Fast Movement (Ex): A barbarian’s land speed is faster than the norm for his race by +10 feet. This benefit applies only when he is wearing no armor, light armor, or medium armor and not carrying a heavy load. Apply this bonus before modifying the barbarian’s speed because of any load carried or armor worn.
Illiteracy: Barbarians are the only characters who do not automatically know how to read and write.
Uncanny Dodge (Ex): At 2nd level, a barbarian retains his Dexterity bonus to AC (if any) even if he is struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized. If a barbarian already has uncanny dodge from a different class, he automatically gains improved uncanny dodge (see below) instead.
Trap Sense (Ex): Starting at 3rd level, a barbarian gains a +1 bonus on Reflex saves made to avoid traps and a +1 dodge bonus to AC against attacks made by traps. These bonuses rise by +1 every three barbarian levels thereafter (6th, 9th, 12th, 15th, and 18th level). Trap sense bonuses gained from multiple classes stack.
Magical Save Bonus (Ex): Barbarians gain +4 to saves vs poison and +1 to saves vs magic per every four levels.





Monk Core Class


Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Unarmed Damage/speed
Unarmored AC

1st +1 5/4 +2 +2 +2 Evasion, Mettle, +1 to hit with all monk weapons, +1 damage/2lvls with weapons, stunning fist, Find traps, Deflect arrows 1d4/40 13
2nd +2 5/4 +3 +3 +3 Uncanny Dodge, Slow fall 10’, Improvise weapon 1d6/40 14
3rd +3 5/4 +3 +3 +3 Pass without trace 1d6+1/40 15
4th +4 3/2 +4 +4 +4 Slow fall 20’, , Self healing 1d6+1/50 16
5th +5 3/2 +4 +4 +4 2d4/50 17
6th +6 3/2 +5 +5 +5 Slow Fall 30’, Feign death 2d4/50 18
7th +7 3/2 +5 +5 +5 Immune to Disease, 2d4+1/60 18
8th +8 2 +6 +6 6 2d6/60 19
9th +9 2 +6 +6 +6 Resist Spells, Improved evasion, improved Mettle, Still Mind 3d4/60 19
10th +10 2 +7 +7 +7 Water Walk 2d6+1/70 20
11th +11 5/2 +7 +7 +7 Immune to Poison 3d4+1/70 20
12th +12 5/2 +8 +8 +8 Invisibility 1/day 10 min/level beyond 6th. 4d4/70 20
13th +13 5/2 +8 +8 +8 Mind Mask, Slow fall any distance 4d4+1/80 21
14th +14 3 +9 +9 +9 5d4/80 21
15th +15 3 +9 +9 +9 Retarded aging, Quivering palm 2d12/80 22
16th +16 3 +10 +10 +10 Speak with Plants and Animals 4d6/90 22
17th +17 4 +10 +10 +10 Fasting 4d6/90 23
18th +18 4 +11 +11 +11 Flame Walk 6d4/90 24
19th +19 4 +11 +11 +11 Survive without air up to 21 days 5d6/90 25
20th +20 4 +12 +12 +12 Speak with dragons 8d4/100 26


Alignment: Any good
Hit Die: d6. A monk receives 2d6 hit points at first level and 1d6 each level thereafter.
Class Skills Class Skills
The monk’s class skills (and the key ability for each skill) are Balance(Dex), Climb (Str), Concentration (Con), Craft (Int), Diplomacy(Cha), Escape Artist (Dex), Hide (Dex), Jump (Str), Knowledge(arcana) (Int), Knowledge (religion) (Int), Listen (Wis), MoveSilently (Dex), Perform (Cha), Profession (Wis),Search (int) Sense Motive (Wis),Spot (Wis), Swim (Str), and Tumble (Dex). See Chapter 4: Skills for
skill descriptions.
Skill Points at 1st Level: (4 + Int modifier) × 4.
Skill Points at Each Additional Level: 4 + Int modifier.





Evasion: A monk who makes a reflex save, suffers no damage from an attack form that allows a reflex save.
Deflect Arrows: A monk may dodge or deflect ranged weapons by making a succesful reflex save. Boulders, etc, may not be dodged or deflected in this manner.

Mettle: A monk who makes a fortitude or will save against an attack with a save for fort/half or will/half will suffer no damage. He will still be subject to disintegrate, flesh to stone, etc, however.

Find Traps: A monk may find traps as a rogue. Disarming them is beyond his kin, however.

Uncanny Dodge: A monk does not lose his dex bonus when caught unawares or by an invisible attacker.

Slow Fall: A monk may fall the listed distance without harm. He will still be subject to damage from spikes, however.

Improvise Weapon: A monk may do his unarmed damage with any improvised weapon, such as chopsticks, rolled up newspaper, chair, etc.

Pass Without trace: As Druid

Self Healing: a monk may heal himself for 1 point per level. This may be used once per day.

Feign Death: The monk is able to lower his body temperature and heart rate. Too all appearances, the monk appears dead. He may maintain this state for 20 minutes per level.

Immune to disease: The monk is immune to all diseases. * Some diseases such as Mummy’s rot is actually a curse. The monk remains susceptible to these.

Resist spells: Beguiling, Charms, hypnosis, and suggestion spells have a 50% chance of affecting a monk of 9th level. This resistance increases by 5% per level after thereafter. Saving throws at +2 apply if resistance fails.

Improved Evasion: At 9th level, a monk who fails his reflex save, still only takes half damage from the attack.

Improved Mettle: A monk who fails a fort/half or will/half still sustains only half damage.

Water Walk: A monk may run across water or similar liquids, but must maintain his maximum movement rate while doing so. He must run in a straight line.

Immune to poison: At 11th level, a monk is immune to all
poisons.

Invisibility: A monk of sufficient level may become invisible once a day.

Mind Mask: A monk of this level cannot have his thoughts read by esp or similar spells.

Retarded aging: The monk begins aging at half the rate of his peers.

Quivering Palm (Su): Starting at 15th level, a monk can set up vibrations within the body of another creature that can thereafter be fatal if the monk so desires. He can use this quivering palm attack
once a week, and he must announce her intent before making his attack roll. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be affected. Otherwise, if the monk strikes successfully and the target takes damage from
the blow, the quivering palm attack succeeds. Thereafter the monk can try to slay the victim at any later time, as long as the attempt is made within a number of days equal to her monk level. To make such an attempt, the monk merely wills the target to die (a free action), and unless the target makes a Fortitude saving throw (DC 10
+ 1/2 the monk’s level + the monk’s Wis modifier), it dies. If the saving throw is successful, the target is no longer in danger from that particular quivering palm attack.



Speak with Plants or Animals: The monk may speak with plants or animals as does the druid.


Fasting: A monk may exist on 1/10 the food and water required by normal members of his race.

Flame Walk: A monk may walk across hot coals, or even lava without harm. He is still subject to heat or fire damage, on other parts of his body, but his feet remain unharmed.

Survive without Air: A monk of 19th level can survive without air for up to 21 days.

Speak with Dragons: A monk of sufficient level may speak with dragons in their own tongue.


Weapons: A monk may use the following weapons without penalty: club, crossbow, dagger, handaxe, spear, javelin, and any polearm. Monks get +1 to hit with any of the above weapons.
Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to her speed, as shown on Table: The Monk. A
monk in armor or carrying a medium or heavy load loses this extra speed.
Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against spells and effects from the school of enchantment.


RESTRICTIONS: Monks may not wear armor of any kind. They may own 2 magic weapons and up to 3 other magic items. They may retain enough monetary treasure sufficient for modest needs. I.E, decent clothing, a small house, enough gold for lodgings and food during excursions, etc. Monks may NEVER multiclass.





Ranger Core Class


Class Level Base Attack Bonus Fort Save Ref Save Will Save Special Druid Spells Arcane Spells
0 1st 2nd 3rd 0 1st 2nd

1st +1 +2 +0 +0 Special enemy, Track, Wild Empathy, extra hit dice — — — — — — —
2nd +2 +3 +0 +0 Alertness, Uncanny Dodge, Bonus Feat — — — — — — —
3rd +3 +3 +1 +1 Endurance — — — — — — —
4th +4 +4 +1 +1 Animal Companion 0 0 — — — — —
5th +5 +4 +1 +1 0 0 — — 0 0 —
6th +6 +5 +2 +2 Bonus Feat 1 1 — — 0 0 —
7th +7 +5 +2 +2 Woodland Stride 1 1 — — 1 1 —
8th +8 Attacks 3/2 +6 +2 +2 Swift Tracker 2 1 0 — 1 1 —
9th +9 +6 +3 +3 2 1 0 — 2 1 0
10th +10 +7 +3 +3 3 2 1 2 1 0
11th +11 +7 +3 +3 Bonus Feat 3 2 1 3 2 1
12th +12 +8 +4 +4 4 2 1 0 3 2 1
13th +13 +8 +4 +4 Camouflage 4 2 1 0 4 2 1
14th +14 +9 +4 +4 — 5 3 2 1 4 2 1
15th +15 Attacks 2/1 +9 +5 +5 — 5 3 2 1 5 3 2
16th +16 +10 +5 +5 — 5 3 2 2 5 3 2
17th +17 +10 +5 +5 Greater Camouflage 5 3 2 2 5 3 2
18th +18 +11 +6 +6 — 5 3 3 3 5 3 2
19th +19 +11 +6 +6 — 5 3 3 3 5 3 3
20th +20 Attacks 5/2 +12 +6 +6 — 5 3 3 3 5 3 3


Alignment: Any good.
Abilities: Strength, Dexterity, and Constitution are vital to the ranger, who can expect to enter combat as often as fighters and paladins. Dexterity especially aids the ranger, because it is tied to many important class skills, and allows the ranger to take advantage of the mobility afforded by lighter armors. Wisdom also governs many vital class skills, and a ranger needs a wisdom score of at least 14 to cast all of his spells.
Alignment: Any good
Hit Die: d8. (2hd at 1st level)
Class Skills
Str Climb, Jump, Swim
Dex Hide, Move Silently, Ride, Use Rope
Con Concentration
Int Craft, Knowledge (arcana, dungeoneering, geography, nature), Search
Wis Heal, Listen, Profession, Spot, Survival
Cha Handle Animal

Skill Points: 4 + intelligence mod / level.


Starting Feats
Simple Weapon Proficiency
Martial Weapon Proficiency (all weapons)
Light Armor Proficiency
Medium Armor Proficiency
Shield Proficiency
Track


Class Features All of the following are class features of the ranger.
Favored Enemies: See PHB pg 47.
Wild Empathy: See PHB pg 47.
Bonus Feats: The ranger receives a small number of bonus feats chosen from the following list: Alertness, Iron Will, Great Fortitude, Lightning Reflexes, Dodge (Expertise Mobility, Spring Attack, Whirlwind Attack), Mounted Combat, Power Attack (Cleave, Great Cleave), Point-Blank Shot (Improved Precise Shot, Precise Shot, Rapid Shot, Manyshot), Skill Focus, Two-Weapon Fighting (Improved Two-Weapon Fighting, Greater Two-Weapon Fighting), Weapon Finesse.



Spells: See PHB pg 48.
Extra hit dice: A ranger gains an extra hit die at first level and gains 11 total hit dice.
Animal Companion: The ranger’s effective druid level for determining the power of his animal companion is three levels lower than his ranger level, rather than half his ranger level. A 4th-level ranger is effectively a 1st-level druid with regard to animal companions, but a 20th-level ranger is treated as a 17th-level druid.
Woodland Stride: See PHB
Swift Tracker: See PHB
Uncanny Dodge: See PHB
Camouflage: See PHB
Greater Camouflage: See Hide in Plain Sight, PHB pg 48. The ranger’s version of this power only works in natural terrain, just like his Camouflage ability, so it shouldn’t carry the same name as the shadowdancer’s power to Hide in Plain Sight.
Spells: At 4th level Rangers learn magic to help them in their hunt of unnatural creatures. They learn both the magic of nature and that of arcane. As such, they get a double spell progression, with access to both divine (druidic) and arcane (sorcerer/wizard) spells. In both cases, Rangers caster level is ½ their ranger level.
Arcane spells: They can cast arcane spells, doing it exactly like wizards (with spellbook, preparation, DCs based on Int modifier, access to unlimited wizard spells, etc.). They gain bonus spells for high intelligence.
Divine spells: They can cast divine spells, doing it exactly like druids (with preparation, access to any druid spell, etc.). They gain bonus spells for high wisdom.
Special Enemy: Rangers are adept at hunting evil humanoids, such as goblins, orcs, bugbears, and giants. These creatures are referred to as Giant-class humanoids. Rangers get +1/level bonus to their damage rolls against these creatures. This damage bonus applies with any weapon, included ranged one, but only against targets within 30 ft.
47
Wild Empathy (Ex): A ranger can use body language, vocalizations, and demeanor to improve the attitude of an animal (such as a bear or a monitor lizard). This ability functions just like a Diplomacy check to improve the attitude of a person (see page 72). The ranger rolls 1d20 and adds his ranger level and his Charisma bonus to
determine the wild empathy check result. The typical domestic animal has a starting attitude of indifferent, while wild animals are usually unfriendly.
To use wild empathy, the ranger and the animal must be able to study each other, which means that they must be within 30 feet of one another under normal visibility conditions. Generally, influencing an animal in this way takes 1 minute, but, as with influencing people, it might take more or less time. The ranger can also use this ability to influence a magical beast with an Intelligence score of 1 or 2 (such as a basilisk or a girallon),
but he takes a –4 penalty on the check. he can cast spells of that level, but he must choose which spells to
prepare during his daily meditation. Through 3rd level, a ranger has no caster level. At 4th level and higher, his caster level is one-half his ranger level.

 Rangers may not accumulate wealth. As such, they can own only that which they can carry on their person and/or place upon their mount. Excess should be donated to a worthy cause (especially one devoted to the same goal as themselves).
 
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I gave up once I got to the class descriptions, and decided that thece are precisely the kind of things I liked about 3e. Good luck with it, though, if it makes you happier.
 

JRRNeiklot said:
77 views and no one gives a frick?
too long, and, if you'll excuse me, stupid.
every dm makes his changes to the game, but this is just to much.
anyway, dnd 3e is much better and easyer to play then adnd 2e, in my opinion.
 

JRRNeiklot said:
AD&D 3.0, while retaining the basic foundation of 3e. To balance the new classes, I'm going to a table resembling the old 1e experience point tables and I'll use the variant exp rules from UA.
The basic foundation of d20 is consistancy, and this throws that right out the window. Likewise some of the class changes are so strange (spells aging the targets, some classes gaining HD progression and others not after 10th ect) that the idea of balancing them seems weird. Likewise no AoOs, but 'free melee attacks' for people runing from combat the 'you can not use a bow in combat' thing and such just seem to weird.

Really, wouldn't it be easier to update 2nd Ed.or AD&D instead? At least it would be more consistand (well, consistantly incosistant).
 

JRRNeiklot said:
77 views and no one gives a frick?

Sorry, not really. The changes you are looking at just don't appeal to me. If it were just multiclassing, I would suggest using something like the Gestalt rules with modified exp. You seem to want an earlier version of the game using a d20 mechanic. It does seem like it would be easier to approach the project from the standpoint of AD&D modified to use d20 resolution instead of changing 3.0 to use a bunch of AD&D details.

But it is your game and if you are having fun playing it, more power to you.
 

I'm going to have to agree with the previous people. This is an overhaul far beyond any I'd feel comfortable with, myself, and changes several things back into their 2e versions, which I cannot agree with. I'll say this much, though: your house rules seem to enforce pre-existing stereotypes, instead of encouraging new ideas.

A human wizard cannot, by your rules, decide he wants to train as a soldier instead. A fighter cannot join a paladin order late in his career. Also, you've seemed to want to assure that fighters fight better than anyone else, that wizards are weak in melee combat and that barbarians are all lightly-armored guys with massive tubfuls of hit points (twice Con bonus and twice Dex bonus?).

There are positive ways to reinforce certain behaviors and negative ways to do the same. A negative way is to make sure that the alternative sucks, such as allowing a wizard only 9d4+11 hit points at 20th level, meaning all wizards in the game are frail guys who have to hide behind the big slabs of beef that are barbarians. This, on the long run, leads to a game where all characters of a given class are alike.

See where I'm getting with this?
 


I pretty much agree with the other posters. In the interest of being constructive, however:

You've given monks too much. For example, I do think they could use a little AC boost in 3e, but going from 14 + Wis + Dex at 20th to 26 + Dex at 20th is a bit much. I kind of like the Mettle ability, though.
No barbarian rage?
Speaking of barbarians, you don't give the description of Powerful Strike or Back Protection.
Wizards have low HP already, and you want to make it worse?
What's with the Monk/Ranger BAB? e.g., "+13 5/2" or "+15 Attacks 2/1" I don't know what that's supposed to mean.
 

JRRNeiklot said:
77 views and no one gives a frick?

I just didn't like any of them (good riddance to AD&D) and I don't like feeling like an ass saying it.

Many of your ideas as said break game balance. You limit character flexibility in multiclassing as has been stated. The amount of changes you make completely change the game (if one of my players dropped into your game he'd be lost and vice versa) in other words you have destroyed some of the basic ideas of of d20 (attacks of oppurtunity, ranged weapons can't be used in melee etc.)

IMO you cut down on the simulation of realism, flexibiltiy and options in 3e and don't really add anything but making it feel like AD&D which sucked.

I recommend rather than implementing huge rule changes just playing AD&D for you.
 

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