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General Tabletop Discussion
*TTRPGs General
AU vs PHB3.5
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<blockquote data-quote="Thrommel" data-source="post: 1000166" data-attributes="member: 12208"><p>Here's where we need to take a moment to define what 'integrate' means. </p><p></p><p>Can you grab a random monster out of the MM and pit it against your AU party? Absolutely. Can you use a disease from the DMG? No problem.</p><p></p><p>Where the systems start to collide is when you use PHB materials. (As a variant PHB, that's no real suprise, is it.) So you have to do some thinking if you want to bring certain 3E spells into your AU game. AU doesn't distinguish between divine and arcane magic, so you'll need to consider the implications if you want a cleric in the party. And so on.</p><p></p><p>To be honest, the most radical change in the game is the magic system. Everything else -- skills, feats, classes, races, combat -- largely use the same fundamental mechanics as 3E. Those can be bolted on to an existing 3E game without too much work.</p><p></p><p>The implementation of the magic system is conceptually very simple but the design allows for some really rich, flexible usage by the players. I personally find it a lot more 'magical' than the fire-and-forget system of traditional D&D. But if anything is "really different" I'd have to point at the magic system. In the same breath, I'd also have to say it's better.</p><p></p><p>In my opinion, the integration issues are not overly daunting. And Monte is doing a lot of thinking for you with the DM's Screen and Player's Guide which will be out in August. That will have notes for handling the trickier issues in porting AU to 3.0 or 3.5.</p><p></p><p>-Thrommel</p></blockquote><p></p>
[QUOTE="Thrommel, post: 1000166, member: 12208"] Here's where we need to take a moment to define what 'integrate' means. Can you grab a random monster out of the MM and pit it against your AU party? Absolutely. Can you use a disease from the DMG? No problem. Where the systems start to collide is when you use PHB materials. (As a variant PHB, that's no real suprise, is it.) So you have to do some thinking if you want to bring certain 3E spells into your AU game. AU doesn't distinguish between divine and arcane magic, so you'll need to consider the implications if you want a cleric in the party. And so on. To be honest, the most radical change in the game is the magic system. Everything else -- skills, feats, classes, races, combat -- largely use the same fundamental mechanics as 3E. Those can be bolted on to an existing 3E game without too much work. The implementation of the magic system is conceptually very simple but the design allows for some really rich, flexible usage by the players. I personally find it a lot more 'magical' than the fire-and-forget system of traditional D&D. But if anything is "really different" I'd have to point at the magic system. In the same breath, I'd also have to say it's better. In my opinion, the integration issues are not overly daunting. And Monte is doing a lot of thinking for you with the DM's Screen and Player's Guide which will be out in August. That will have notes for handling the trickier issues in porting AU to 3.0 or 3.5. -Thrommel [/QUOTE]
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