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Core concept or rule that just bugs you beyond your ability to put up with it?
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<blockquote data-quote="der_kluge" data-source="post: 2051700" data-attributes="member: 945"><p>If I may take this opportunity to make a couple of plugs here - neither of which I get any money for, btw.</p><p></p><p>HARP just released <strong>HARP Lite</strong> over at <a href="http://www.harphq.com" target="_blank">http://www.harphq.com</a> - check it out. I've recently fallen in love with HARP. It has a lot of the same concepts as d20, but it's a lot more flexible, and most of these rants are gone in that system. No alignment, no specific class abilities (everything is a talent, so you choose what you want), there are professions, which are like classes, but they are nothing more than collections of skill categories, so you could completely eliminate the professions and go with a "class-less" system very easily. Everything is a skill - including hit points, so you could make a high hit point wizard very easily. There are not tons of spells, instead you focus on a few spells and increase their power as you gain levels. Check it out - <strong>it's FREE!</strong>.</p><p></p><p></p><p>Also, for everyone here that has complained about magic item creation, and the costs of magic items, etc. Check out the <strong>Artificer's Handbook</strong> by Mystic Eye Games. I wrote it, and no, I don't get extra money for shilling it. Not only that, I never even got paid for it! I just happen to think it's an excellent book that totally makes magic item creation make sense. It has a formula-based mechanic for pricing magic items, which removes most of the guesswork, and because it's a formula, you can modify the gold piece multiplier to make magic as costly or as cheap as you want it to be. So, there are rules for low magic campaigns in there. It also has socketed items, gestalt sets, rules for item history, and a host of other things.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 2051700, member: 945"] If I may take this opportunity to make a couple of plugs here - neither of which I get any money for, btw. HARP just released [b]HARP Lite[/b] over at [url]http://www.harphq.com[/url] - check it out. I've recently fallen in love with HARP. It has a lot of the same concepts as d20, but it's a lot more flexible, and most of these rants are gone in that system. No alignment, no specific class abilities (everything is a talent, so you choose what you want), there are professions, which are like classes, but they are nothing more than collections of skill categories, so you could completely eliminate the professions and go with a "class-less" system very easily. Everything is a skill - including hit points, so you could make a high hit point wizard very easily. There are not tons of spells, instead you focus on a few spells and increase their power as you gain levels. Check it out - [b]it's FREE![/b]. Also, for everyone here that has complained about magic item creation, and the costs of magic items, etc. Check out the [b]Artificer's Handbook[/b] by Mystic Eye Games. I wrote it, and no, I don't get extra money for shilling it. Not only that, I never even got paid for it! I just happen to think it's an excellent book that totally makes magic item creation make sense. It has a formula-based mechanic for pricing magic items, which removes most of the guesswork, and because it's a formula, you can modify the gold piece multiplier to make magic as costly or as cheap as you want it to be. So, there are rules for low magic campaigns in there. It also has socketed items, gestalt sets, rules for item history, and a host of other things. [/QUOTE]
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