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<blockquote data-quote="neceros" data-source="post: 4433228" data-attributes="member: 56983"><p>Well, I've posted this in various threads, but I want to get information on it specifically, and it kept getting bumped around. So, I'll repost it.</p><p></p><p><em>I'm not a writer. I give you a fair disclaimer that what you see below has not been edited to much any great extent, and I have a chaotic mind. It's hard for me to put my thoughts down on paper.</em></p><p></p><p>Below you'll find some revisions to the core 3.5 system. These changes, so far as I notice, do not remove backwards compatibility. There may be instances where you will have to alter some aspects to fit it better with these new rules. For instance, monsters may need to be altered to fit. Then again, add a couple more hitpoints to each monster and call it good.</p><p></p><p><span style="font-size: 15px">1. Save DCs</span></p><p>Any attack that opposes a saving throw is now calculated thus, including powers, spells and abilities: <strong>10 + Half Caster level + Ability bonus.</strong></p><p></p><p><span style="font-size: 15px">2. Armor Class</span></p><p>Characters now gain half their Character Level as an unnamed bonus to their armor class.</p><p></p><p><span style="font-size: 15px">3. Magic Items</span></p><ul> <li data-xf-list-type="ul">Enhancement bonus to armor class may only be applied to armor, and not to rings, bracers, etc. Cloth (Robes, shirts) may be enchanted like normal armor, but must fulfill all other requirements per normal (must be masterwork, etc).</li> <li data-xf-list-type="ul">Miscellaneous magic items that provide a bonus to AC now provide a maximum +1 to AC (ie, ring of protection cannot exceed +1).</li> <li data-xf-list-type="ul">Implements may be enchanted to benefit casters in their spell save DCs and bonuses to hit when using spells. These foci must be enchanted using the same rules for enchanting weapons, with the same enhancement bonuses applying to the attacks and damages of the user's spells. Example: A wizard enchants a staff with a +2 enhancement. His or her staff now gives an additional +2 item bonus to all his or her spell save dcs. This staff costs 8,000 gold, as is normal for a +2 weapon. Enhancements may apply to only one of either save dcs or bonus to attack with spells, but not both.</li> </ul><p></p><p><span style="font-size: 15px">4. Death Effects</span></p><p>All spells and abilities that have an instant death effect (save or die) are removed. In exchange, those abilities may stun or deal damage depending on a case by case circumstance.</p><p></p><p><em>Alternatively, someone suggested that death effects be replaced with rules similar to the Death Domain, from 3.5 PHB special ability.</em></p><p></p><p><span style="font-size: 15px">5. Caster Levels (Manifester Levels)</span></p><p>Caster level, spells know, and spells per level for spell casting classes are given a multiclass bonus equal to half the value of all classes not already giving you caster levels for that particular class. This multiclass bonus may not exceed the class level providing the original caster level. This bonus works in the same way a "+1 arcane/divine caster level" would work from prestige classes. This bonus does not give you any other benefits that you might acquire from leveling in your normal caster level class, including class abilities, only spells, spells known and caster levels. Below are examples.</p><p></p><ul> <li data-xf-list-type="ul">4 Wizard / 10 Fighter: Wizard gains +4 to caster level from Fighter class. The Fighter actually gives a +5, but this bonus is limited because it may not exceed the Wizard class level of 4.</li> <li data-xf-list-type="ul">5 Cleric / 4 Druid: Gain +2 bonus for both the druid and cleric caster levels from the opposite classes. Druid now has a CL or 6, and Cleric has a 7, on a 9th level character.</li> </ul><p></p><p><span style="font-size: 15px">6. Saving Throws</span></p><p>All saving throws calculated as follows: half character level + ability bonus. Classes who previously had "good saves" (a +2 bonus at level 1) give a one time class bonus of +2 to that saving throw. You may gain the class bonus to saving throws only once at first level, thus multiclassing into a different class will not benefit your saving throws.</p><p></p><p><span style="font-size: 15px">7. Iterative Attacks</span></p><p>When indicated to get another attack from your class table, you gain the attack as normal per your BAB score. However, instead of the -5 to attack, the character receives a -2 penalty per attack starting with the second attack. For example, a 16 level Fighter has a BAB of 16, as his table indicates he has four attacks: <strong>+16/+11/+6/+1</strong>. Instead of the normal -5 down the line, instead replace that with a -2, so it would be as follows: <strong>+16/+14/+12/+10</strong>. You still follow your table to determine how many attacks you get, but not the modifier to said rolls.</p></blockquote><p></p>
[QUOTE="neceros, post: 4433228, member: 56983"] Well, I've posted this in various threads, but I want to get information on it specifically, and it kept getting bumped around. So, I'll repost it. [I]I'm not a writer. I give you a fair disclaimer that what you see below has not been edited to much any great extent, and I have a chaotic mind. It's hard for me to put my thoughts down on paper.[/I] Below you'll find some revisions to the core 3.5 system. These changes, so far as I notice, do not remove backwards compatibility. There may be instances where you will have to alter some aspects to fit it better with these new rules. For instance, monsters may need to be altered to fit. Then again, add a couple more hitpoints to each monster and call it good. [SIZE="4"]1. Save DCs[/SIZE] Any attack that opposes a saving throw is now calculated thus, including powers, spells and abilities: [B]10 + Half Caster level + Ability bonus.[/B] [SIZE="4"]2. Armor Class[/SIZE] Characters now gain half their Character Level as an unnamed bonus to their armor class. [SIZE="4"]3. Magic Items[/SIZE] [LIST] [*]Enhancement bonus to armor class may only be applied to armor, and not to rings, bracers, etc. Cloth (Robes, shirts) may be enchanted like normal armor, but must fulfill all other requirements per normal (must be masterwork, etc). [*]Miscellaneous magic items that provide a bonus to AC now provide a maximum +1 to AC (ie, ring of protection cannot exceed +1). [*]Implements may be enchanted to benefit casters in their spell save DCs and bonuses to hit when using spells. These foci must be enchanted using the same rules for enchanting weapons, with the same enhancement bonuses applying to the attacks and damages of the user's spells. Example: A wizard enchants a staff with a +2 enhancement. His or her staff now gives an additional +2 item bonus to all his or her spell save dcs. This staff costs 8,000 gold, as is normal for a +2 weapon. Enhancements may apply to only one of either save dcs or bonus to attack with spells, but not both. [/LIST] [SIZE="4"]4. Death Effects[/SIZE] All spells and abilities that have an instant death effect (save or die) are removed. In exchange, those abilities may stun or deal damage depending on a case by case circumstance. [I]Alternatively, someone suggested that death effects be replaced with rules similar to the Death Domain, from 3.5 PHB special ability.[/I] [SIZE="4"]5. Caster Levels (Manifester Levels)[/SIZE] Caster level, spells know, and spells per level for spell casting classes are given a multiclass bonus equal to half the value of all classes not already giving you caster levels for that particular class. This multiclass bonus may not exceed the class level providing the original caster level. This bonus works in the same way a "+1 arcane/divine caster level" would work from prestige classes. This bonus does not give you any other benefits that you might acquire from leveling in your normal caster level class, including class abilities, only spells, spells known and caster levels. Below are examples. [LIST] [*]4 Wizard / 10 Fighter: Wizard gains +4 to caster level from Fighter class. The Fighter actually gives a +5, but this bonus is limited because it may not exceed the Wizard class level of 4. [*]5 Cleric / 4 Druid: Gain +2 bonus for both the druid and cleric caster levels from the opposite classes. Druid now has a CL or 6, and Cleric has a 7, on a 9th level character. [/LIST] [SIZE="4"]6. Saving Throws[/SIZE] All saving throws calculated as follows: half character level + ability bonus. Classes who previously had "good saves" (a +2 bonus at level 1) give a one time class bonus of +2 to that saving throw. You may gain the class bonus to saving throws only once at first level, thus multiclassing into a different class will not benefit your saving throws. [SIZE="4"]7. Iterative Attacks[/SIZE] When indicated to get another attack from your class table, you gain the attack as normal per your BAB score. However, instead of the -5 to attack, the character receives a -2 penalty per attack starting with the second attack. For example, a 16 level Fighter has a BAB of 16, as his table indicates he has four attacks: [B]+16/+11/+6/+1[/B]. Instead of the normal -5 down the line, instead replace that with a -2, so it would be as follows: [B]+16/+14/+12/+10[/B]. You still follow your table to determine how many attacks you get, but not the modifier to said rolls. [/QUOTE]
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