D&D 3E/3.5 'Advanced' 3.5 D&D

DungeonMaester

First Post
This is a set of rules I came up with to make life hard for any players up for a challanging game.


-Characters start of as a NPC (from DMG) and have to earn a class

-Cross classing is limted only to a races's favorite class. Races with 'any' can pick one.

-Skills are Role play first. This is to say that the role play actions can ethier give a bonus or a penitly to the role based on how you choose to play the action.

- Prc Are reached not only by meeting the Pre-reqs, but role playing it out the entire lenght of the campaign.

-The game starts off Core only. Players can role play to 'unlock' books. Role play wise they are unlock secerts of the universe, things undiscovered and occult. '

-No Cross class penilties. Also, a player uses ECL instead of class level for class abilties and feats it applies to. The reson being is is becuase the favor class is something that is innate to a player and takes little skill to harness not effecting the class which you train. The execption is Prc.

-characters are rolled by 3d6 and re roll 1. All player start of with one 18 and one 8. The rest are straight 3d6 rolls with a Min of 10 and a max of 16

-Called shot idea: As a normal attack you can attack a certain part of a person's body. This does not make the person harder to hit, but it doesn't do much damage. On a hit, you only do half of the weapons damage dice (no mods from str dex or int and the such) you pick a part to add a -2 to a skill. See Dmg for what you can hit.

-Advacned called shots: This called shot is more powerful. You can hit a body part not mentioned in the DMG. You can hit such things as the tounge (Stoping spell casters prehaps?) and do other effects like slowing a person by hitting them in the knee or legs.
ACS are harder to hit with. You add 3 to your Crit range and have to roll with in the crit range with no mods. Ex: If you have a crit range of 18-20 then you have to roll 15-20 unmoded.

-Magic: I dont agree with any of the spell charge varients. Instead, players who take ranks in craft alchemy and have the brew potion can make a varient resteration that gives you back 1d4 spells a day up to the highest spell castable.

-Hold actions (I had something to say about this, But I dont remeber at the moment)

-AoO: My thought is, that you cant use ranged attacks or spells for AoO becuase you are thought not to have a spell prepared or a corss bow loaded in till your turn when you load and fire. So, if you take a ready action with a loaded weapon, or ready a spell, you can use them for AoO.

---Rusty
 
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If you can arrange a campaign in this style, are willing to meet twice a week, and play within 15 miles of Bethlehem, PA... I'm in. I'm most emphatically "in".

It would have to meet pretty frequently if you wanted to advance in rank in any decent realtime span, because that's ALOT of roleplaying to do to level up. Sounds great to me, except I've had a hard time finding a dedicated group of role-players willing to meet more than every 2 weeks. Most groups who commit to more, in my experience, can't meet their commitment.

Also, as usual for power-influencing homebrews, you'd have to start at the low end of the CR scale on encounters, judge how well the players do, and then increase the CR accordingly. They may still be able to handle normal encounters, but maybe not.
 



The varient rules sound interesting. Here's some of my experience on them:

nPC class -> PC class: Great for roleplaying, some players may not like it. Makes sense to me.

Cross Classing: Does anyone actually do this (Outside of some broken build)? Works fine, perhaps adding one or two additional classes to the favored list would help. (Elves may get ranger, wizard, or druid, etc, flavor dependant)

Skills RP first: Good. It is rather boring that every mage takes Concentration, Knowledge Arcana, and Spellcraft.

Core only: Don't tell the players that they can "unlock" books; That leads to metagame decisions. ("Lets help this Abjurer 'cause he might teach our mage to be an Incantrix" They may not say it out loud, but they are sure thinking it.) I have run core only for quite a while, and it has just about everything you need. (Perhaps fighters need a boost or two, but otherwise fine)

The rest: Called shot rules should definitly be spelled out; The rest works, flavor dependant.

In general, if it works, do it. If it doesn't seem to work after a session or two, see what needs to be done to make it work for your group. All groups are different.
 

Thanks for the imput.

Ltheb Silverfrond said:
The varient rules sound interesting. Here's some of my experience on them:

nPC class -> PC class: Great for roleplaying, some players may not like it. Makes sense to me.

Cross Classing: Does anyone actually do this (Outside of some broken build)? Works fine, perhaps adding one or two additional classes to the favored list would help. (Elves may get ranger, wizard, or druid, etc, flavor dependant)

Skills RP first: Good. It is rather boring that every mage takes Concentration, Knowledge Arcana, and Spellcraft.

Core only: Don't tell the players that they can "unlock" books; That leads to metagame decisions. ("Lets help this Abjurer 'cause he might teach our mage to be an Incantrix" They may not say it out loud, but they are sure thinking it.) I have run core only for quite a while, and it has just about everything you need. (Perhaps fighters need a boost or two, but otherwise fine)

The rest: Called shot rules should definitly be spelled out; The rest works, flavor dependant.

In general, if it works, do it. If it doesn't seem to work after a session or two, see what needs to be done to make it work for your group. All groups are different.

1) Glad you like that rule. A few players I explained the rule to thought it was awesome.

2) Not often do I cross class. Some of my favorite characters are 20th level monks, druids, wizards, bards and such. I would though.

3) The role play rules work out great. Even spell craft can be roled played out by creative role players.

4) Alot of D&D is meta-ing. After all you pick you character, and you work up to a prc the entire game, which is plot out from the begining. It works out flavor wise too. Players start knowing so little in the would and learn so much.

5) Called shots should be spread out more then what I laid out already?

---Rusty
 




I think that it would take some work to put together something that violates the existing rules, but that it would be worth it. I like most of the ideas although there's a little too much inflexibility for me in some areas.

I'm looking forward to seeing how it works out.

Dave
 

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