Cheiromancer
Adventurer
I've been reading Andy Collins Umber setting info and a number of things really set me thinking. For instance:
In the Umber setting there are no prestige classes. However, characters get a feat every level (not just at levels 1, 3, 6, 9, etc.) That's an extra 13 feats over the course of a 20 level campaign. Considering that the special abilities of prestige classes is about a feat (or feat equivalent) per level, that sounds just about right. (There are some subtleties; see the site for more information).
Another thing he does is use the fractional saving throw and BAB advancements. In other words the BAB of a druid 1/rogue 1/sorcerer 1 is 0.75 + 0.75 + 0.5 = +2, not 0 + 0 + 0 = +0 as in standard DnD. And the +2 bonus to good saves only applies to your first class level; characters can't get +8 base fort saves at 4th level, nor could you have 12th level characters with +1 reflex saves. This change seems like a good idea. It would change how and when characters would qualify for many prestige classes in a normal game, but if there are no prestige classes...
A third thing Andy does is limit character wealth to about 1/10 standard. Common items (rope, food, etc.) are also reduced in price, but items requiring high degrees of craftsmanship (locks, masterwork weapons, etc.) are standard price. Magic items are very rare. I like this idea, in that it makes characters less dependent on their equipment. The extra feats help make up the difference.
I don't know if the extra feats are quite sufficient to compensate for lack of treasure, though. With stat boosting items and tomes being more or less unavailable, one might have to change the system of level based ability boosts. Andy doesn't mention it, but I was thinking a bonus every even level, instead of every 4th level. and the level 12, 16 and 20 bonuses would apply to all stats, not just one.
Creatures with DR might have to be tweaked; maybe cut the DR in half? Although feats like Andy's own Supernatural Weaponbond would certainly help get around the lack of magical weapons. You could also do stuff like making a 6th level paladin's weapon count as good-aligned (CW 13).
Next campaign I start, I would seriously consider adopting these rules. Anyone else planning on using Umber material? Any rules that would mesh well with Andy's stuff that he doesn't mention?
In the Umber setting there are no prestige classes. However, characters get a feat every level (not just at levels 1, 3, 6, 9, etc.) That's an extra 13 feats over the course of a 20 level campaign. Considering that the special abilities of prestige classes is about a feat (or feat equivalent) per level, that sounds just about right. (There are some subtleties; see the site for more information).
Another thing he does is use the fractional saving throw and BAB advancements. In other words the BAB of a druid 1/rogue 1/sorcerer 1 is 0.75 + 0.75 + 0.5 = +2, not 0 + 0 + 0 = +0 as in standard DnD. And the +2 bonus to good saves only applies to your first class level; characters can't get +8 base fort saves at 4th level, nor could you have 12th level characters with +1 reflex saves. This change seems like a good idea. It would change how and when characters would qualify for many prestige classes in a normal game, but if there are no prestige classes...
A third thing Andy does is limit character wealth to about 1/10 standard. Common items (rope, food, etc.) are also reduced in price, but items requiring high degrees of craftsmanship (locks, masterwork weapons, etc.) are standard price. Magic items are very rare. I like this idea, in that it makes characters less dependent on their equipment. The extra feats help make up the difference.
I don't know if the extra feats are quite sufficient to compensate for lack of treasure, though. With stat boosting items and tomes being more or less unavailable, one might have to change the system of level based ability boosts. Andy doesn't mention it, but I was thinking a bonus every even level, instead of every 4th level. and the level 12, 16 and 20 bonuses would apply to all stats, not just one.
Creatures with DR might have to be tweaked; maybe cut the DR in half? Although feats like Andy's own Supernatural Weaponbond would certainly help get around the lack of magical weapons. You could also do stuff like making a 6th level paladin's weapon count as good-aligned (CW 13).
Next campaign I start, I would seriously consider adopting these rules. Anyone else planning on using Umber material? Any rules that would mesh well with Andy's stuff that he doesn't mention?