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<blockquote data-quote="RangerWickett" data-source="post: 1688492" data-attributes="member: 63"><p>Agamemnon, I'd like you to edit your post to be less inflammatory, please. Several moderators now have asked people in this thread to keep things civil, and comparing someone's ideas for house rules to the institutionalized servitude of millions of people is a bit beyond the boundaries of polite conversation.</p><p></p><p>JRRN, I understand where you're coming from. I house rule a lot of 3e to try to make things less item dependent, less number crunch-y. I can understand where you're coming from with points 2, 3, and 4, and while I disagree with number 1, I can kinda understand why you'd want to do it. I just don't think the 'simultaneous leveling' thing works that well. It just makes more sense to me that you'd be able to pick up a few skills here, a few there, adding things as you go, instead of being set in a certain path.</p><p></p><p>The way of handling skill points in such a system is confusing to me.</p><p></p><p>I can see that you want to tone down the power of high-level characters, such as by cutting down the number of hit points and such. I think you might just be happier off playing lower-level games. As you said, there's no great difference between a 100 hp fighter and 200 hp dragon, and a 200 hp fighter and 400 hp dragon, so why not bypass a lot of the extra rules and just slow down character advancement, or put in a level cap for your games?</p><p></p><p>Honestly, your variant classes do have some nice flavor. It's just that the initial changes at the beginning of the post set things back to the way they used to be, and bring back a lot of the things I remember having a problem with in the older rules, which is why I think many people didn't read far enough to give adequate feedback.</p><p></p><p>In your position, though, I'd probably just keep the rules as is, but just stop following the assumptions of gear and XP that the core rules try to force you into. Ignore CRs, and just run games by ear. Drop AoOs; no one will really worry about it. Sneak attack I disagree with, since changing it turns rogues from 'ninjas who sneak and kick butt' back into 'sneaky guys.' A valid change, but not one I'd go for. If you require sneak attacks to be made with sneaking and not just surprise or tactics, then people aren't going to like the rogue class as much. Did they get anything to make up for losing evasion and useable sneak attack?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 1688492, member: 63"] Agamemnon, I'd like you to edit your post to be less inflammatory, please. Several moderators now have asked people in this thread to keep things civil, and comparing someone's ideas for house rules to the institutionalized servitude of millions of people is a bit beyond the boundaries of polite conversation. JRRN, I understand where you're coming from. I house rule a lot of 3e to try to make things less item dependent, less number crunch-y. I can understand where you're coming from with points 2, 3, and 4, and while I disagree with number 1, I can kinda understand why you'd want to do it. I just don't think the 'simultaneous leveling' thing works that well. It just makes more sense to me that you'd be able to pick up a few skills here, a few there, adding things as you go, instead of being set in a certain path. The way of handling skill points in such a system is confusing to me. I can see that you want to tone down the power of high-level characters, such as by cutting down the number of hit points and such. I think you might just be happier off playing lower-level games. As you said, there's no great difference between a 100 hp fighter and 200 hp dragon, and a 200 hp fighter and 400 hp dragon, so why not bypass a lot of the extra rules and just slow down character advancement, or put in a level cap for your games? Honestly, your variant classes do have some nice flavor. It's just that the initial changes at the beginning of the post set things back to the way they used to be, and bring back a lot of the things I remember having a problem with in the older rules, which is why I think many people didn't read far enough to give adequate feedback. In your position, though, I'd probably just keep the rules as is, but just stop following the assumptions of gear and XP that the core rules try to force you into. Ignore CRs, and just run games by ear. Drop AoOs; no one will really worry about it. Sneak attack I disagree with, since changing it turns rogues from 'ninjas who sneak and kick butt' back into 'sneaky guys.' A valid change, but not one I'd go for. If you require sneak attacks to be made with sneaking and not just surprise or tactics, then people aren't going to like the rogue class as much. Did they get anything to make up for losing evasion and useable sneak attack? [/QUOTE]
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