Combining Arcana Evolved and D&D 3.5

Indeed, I didn't note it previously, but I use all AE races but not all D&D races. Halflings and gnomes don't exist in my setting (too redundant compared to faen, whom I find more original). Elves and dwarves are actually particular types of changelings (fey born from humans, with some having indeed the stats of an Eberron changeling), not ages-old ethnicities. Orcs do not exist (Goblins do).
 

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Haven't tried combining them, but from my experience playing and running both this'd be my take:

Races - if it's an "anything-goes" world, using all of them should be fine. Otherwise, a mix to taste is OK. So far as redundancies go, I think Giants and Dwarves have kind of a similar campaign role (highly civilized, crusading types, big on craft skills). Faen overlap with Gnomes and Halflings (as small races) and also Elves (as magical woodsy types). Half-Orcs have sort of a similar niche to Litorians (noble savages, at least as PCs). Which one to pluck out of each of these depends on campaign style, I think.

Classes - I prefer AU's spellcasting system, so I'd dump the Wizard, Sorcerer, Cleric, and Druid. Some of these transfer obviously (such as Wizard/Sorcerer to Magister), others don't have direct analogues (I've translated Clerics as Champions, Greenbonds, Mage Blades, and/or Witches, depending on style). I would probably also use the Unfettered and Warmain instead of the Fighter, and the Champion instead of the Paladin. Monk or Oathsworn would depend on campaign style, as would Akashic or Rogue, and Barbarian or Totem Warrior. I may or may not keep the Ranger, if I did it would probably be a non-spellcasting variant. For the Bard, I'd use the variant Bard from the Book of Eldritch Might.

Feats - Since I'd use AU spellcasting, I'd be using the AU metamagic feats/abilities and chucking the D&D versions. Probably the same for item creation, I like AU's system better. Otherwise I could go either way, I'd probably import many D&D feats.

Prestige Classes - many of these are redundant with AU classes (such as the swashbuckler, or lots of the "multiclass done right" classes), but there's lots that translate over in a straightforward fashion. Spellcasting classes would take some work to figure out their spell access, but can probably handled on a case-by-case basis.
 

Have to decide about extra feat at 1st level

Have to decide if move silent and hide or sneak

Have to decide on xp chart

I think the classes can work fine, though warmains out-tank fighters a little. Monks and oathsworn can be different martial arts traditions. Champion of life and paladin are different orders of powered heavy armor good guys. Rangers and totem warriors are same general niche but different enough to be neat side by side.

Magic you have to decide if spell casting multiclass overlaps slots and spells known as in AU/AE.

Alignment I would suggest just having alignment for descriptors and not normal creatures rather than by motives which are quite subjective. As a paladin I'd rather have a ping mean definite supernatural evil rather than not be sure if it is just someone stubbed their toe and is cursing.
 

Add another voice to the craziness. As I mention in my sig, I'm doing a blend.
In quick summary:
AE non-casters
Psionics (-Divine mind), and no other casters (except the Shadowcaster)
Scout, Warlock, and Shadowcaster (the last as a prestige class.
Only 4 intelligent races (and real races not species)
No items
High variant cosmology.

It's an interesting mix. I'm still prepping (so I haven't run anything yet), but I'm really looking forward to it. I'm giving all the characters the extra feat, and I'll be using the AE XP chart.

Another thing you'll have to decide is how high-level/long your campaign will be - do you need to build/write levels 21-25?
 

Here's my take, which I've been using for about a year and a half:

D&D XP chart (simpler, and I'm running modules written for D&D)

Races per D&D minus Halfling and Gnome, with the latter pair replaced by the Faen; there are also Litorians, Verrik and Sibecai in the world, but they're mostly far-off from where the campaign happens to be set, so they've made few "on-screen" appearances. The current party is three humans, three Faen and an elf.

Classes:
From D&D core: Barbarian, Bard (adapted to UA-ish spellcasting), Fighter, Rogue, Ranger and Monk (I hate the Oafsworn)
From AE: Champion, Magister, Mage Blade, Witch and Runethane
Other: A so-called "Sorcerer" which is the Shugenja in all but name has been a very important class. There is also a Swashbuckler which is not much like either the D&D or AE (Unfettered) version, and a Shaman which is about 70% the same as the Greenbond. I would allow the Scout from CA, the Knight from PH2, and the Warlock from the other CA with no issues, and the Ritual Warrior and Totem Warrior have been mentioned (and the Totem Warrior has even been seen "on-screen") as base classes that are specific to certain cultures.

I allowed the psionic classes at first (and zapped most of the psionic spells), but now regret this and wouldn't do it again. If I had it to do over, I would also just AE-ize the Druid as I did the Bard, rather than try to adapt the Greenbond. The Monk needs a rethink because some of the Feats I allow, the Monk's built-in AC bonus and the fact that I use a class-based Defense bonus combine to allow some pretty broken stuff to happen there. Other than that, I'm happy with the choices I made.

Magic System: Uses AE preparation-and-slot system and charts, with somewhat more limited weaving (the Bard uses the Mage Blade charts). Uses Wizard-like spell learning - you know as many spells as you can prepare, plus a few extra low-level ones, automatically, and can learn more by acquiring scrolls, spending some time and money (usually less than in D&D), and making a Spellcraft check. The exception is the Sorcerer, who automatically knows exactly as many spells as he/she can prepare and has no way short of burning Feats to learn more. Uses the division of spells into Simple, Complex and Exotic for all classes except Sorcerer, which has its own seperate chart organized by element (it's somewhat like the difference between Arcane and Divine magic in D&D). All classes, even the Sorc, use the AE system of Heightened and Diminished spells.

Complex spells are NOT learned by level, instead Complex and Exotic spells are divided into the five colours of Magic: The Gathering, and Feats allow you to learn spells of a particular colour and ANY level. This makes high-level Complex spells easier to learn, Exotic spells a little harder (you need access to the colour and THEN to spend a Feat), but also forces casters to keep their spells at least somewhat thematically similar.

Many spells listed as Exotic in AE are "demoted" to Complex or even Simple, but tend not to be available to Sorcerers. Many spells from Rokugan products added, which tend to be easily learned by Sorcerers but Complex, Exotic or entirely unavailable to the other caster classes.

Feats: More generous than either AE or D&D. Uses the concept of Talents, but not of Ceremonial Feats (actually, a few Feats are effectively ceremonial, but these are rare enough that it's just written into their descriptions). In general, most feats from either setting are available, and I am in the process of converting selected Masteries and class abilities from Iron Heroes over as well. (The main exception is the Feats that grant spell templates, and again, excluding them is now something I regret and would undo if I had it to do over again).

Skills:
Almost entirely D&D 3.5, with three added skills from other d20 sources. Of all the skill-related things AE does differently to 3.5, the AE versions of Tumble and Concentration are the only ones I use. (Hide and Move Silently remain seperate, Knowledge skills are split as in D&D, there is a Profession skill, the 3.0-specific skills like Inuendo remain gone, etc). Challenges and such as per Iron Heroes are slowly being introduced. All classes are given at least 3 skill points per level, class skills for some classes are slightly expanded, and there are relatively easy ways to get an additional class skill or two.

Other: Action Points are used. (I don't use IH tokens. Things from IH that involve tokens sometimes cost Action Points instead, with an Action Point typically being worth around five tokens depending on the ability). A system for death and dying which is more generous than even the AE one is used, which I beleive I've discussed elsewhere. Paragon classes for all races are available. It is very hard to get access to evolved levels short of (sometimes literally) selling your soul, but they exist.
 
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Wow! These are all of great help.

I am compiling all my options and will let you know what I decide. I am also compiling my house rules, so I may post all these together and get some feedback.
 

Done this. I went one step further. I allow D&D characters to have readied spells a la AE. The distinction is:

wizards can only ready spells in their spellbook
clerics can do multiple castings of their domain spells
sorcerors can only ready from the simple list and only change one spell out a day
rangers and paladins can ready double the number of spells per day that they can cast

Otherwise, I've pretty much handled it like everyone else in the thread. I give everyone the bonus feat and you use the AE XP chart. You can "crossover" by taking non-spellcaster classes from either book, but "full" casters are limited to choosing the D&D PH or the AE book as their "tradition."
 

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