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<blockquote data-quote="Sadrik" data-source="post: 2400540" data-attributes="member: 14506"><p><strong>D&d 3.6</strong></p><p></p><p>I'll just post them here, in several posts.</p><p></p><p>I call this V3.6 because most of the V3.5 rules still exist in it. Pretty much all of the DMG except for the PrC's is still around. Combat still works the same (much to my chagrin) even spells are all the same (however some caveats there). Mostly, it is a different way to make characters. What I have is a bunch of charts and not a lot of explaining going along with it so I will use this post to explain what each post is doing.</p><p></p><p>Let me point this out: this is a new system and is not meant to be balanced exactly with D&D 3.5. So while comparisons are great it should not be the only consideration. It is different.</p><p></p><p>1. Basic character chart</p><p>2. Classes</p><p>3. BAB, Saves and Feats</p><p>4. Skills</p><p>5. Starting Weapons and Armor</p><p>6. Caster level</p><p>7. Background kits</p><p>8. Abilities as feats</p><p>9. Prestige Classes</p><p></p><p>1. Basic character chart</p><p>Mostly this is just a reformatting of the old format. Characters still get a feat at 1st level and 3, 6, 9, and an ability boost on every fourth level. The Skill listing is new though and it is how you get skill points after first level in the new skill system. </p><p></p><p>2. Classes</p><p>The classes have the following categories. </p><p>Caster</p><p>Caster is for if the class has access to spells and what caster level they would be.</p><p>Saving Throws</p><p>The classes saves.</p><p>Base Attack Bonus</p><p>What the classes BAB is.</p><p>Feats</p><p>What feat progression the class has.</p><p>Skill Points</p><p>I have a new skill system in here. If you like the old system, simply subtract eight from the classes number and that is your skill points per level for the class. Also, the background kits are what give you your class skills not your class.</p><p>Hit Die</p><p>What your hit die is.</p><p>Starting Weapon Groups</p><p>What weapons you start with knowing how to use.</p><p>Starting Armor Proficiency</p><p>What armor the characters start with.</p><p></p><p>3. BAB, Saves and Feats</p><p>Very straight forward, notice that characters can get more feats under this system. The reason is that they get no abilities and their feats double for them.</p><p></p><p>4. Skills</p><p>Like I said before the skill system is new. Use the old one if you like but I think you will be pleasantly surprised by this one.</p><p></p><p>5. Starting weapons and armor</p><p>This uses weapon groups similar to UA. I didn’t go with allowing characters to be able to begin with heavy armor proficiency; I want characters to blow a feat to get those armors, something to work toward. I also want medium armors to be used more.</p><p></p><p>6. Caster level</p><p>All classes stack caster levels now but you can no longer be a 20th level caster "bard" you would be a 14th level caster (20th level caster/expert casts at 14th level). Also, if you multi-class your characters caster level's stack together and you look on a single chart for your spells etc. There are three types of Magic in this Divine/Arcane/Innate, innate magic is new but basically it symbolizes the power of psionics and the innate abilities of dragons and stuff like that.</p><p></p><p>7. Background kits</p><p>This is where I think 3.0 went wrong; they didn’t keep kits from 2.0 which I thought were very cool. Why? Because they can give you your character concept at 1st level. PrC's are there and they make players say, "I have this concept for my character but I can’t do it until 6th or 7th level. So, I guess I'll be this until then..." I like character concepts that happen at 1st level. That’s what the kits do. I have not got them 100% nailed down yet so maybe I can iron them out in this thread if it goes anywhere. </p><p></p><p>8. Abilities as feats</p><p>This is just a big long list of abilities that have been turned into feats. Each have a prerequisite and stuff. Some I have left blank and have not gotten around to giving them a prerequisite yet. Some of the abilities changed slightly. Also domain abilities are there. I think I threw in a few of my own custom feats. The Monk class of feats needs to change I just didn’t know what to call them in the meantime.</p><p></p><p>9. Prestige Classes</p><p>I want the PrC's to be something meaningful like Arch-mage. I have not done them yet but I want each of the eleven classes to have a PrC. I just have the concept for what I want. Basically, PrC's would hold a different niche in this system. None of them are for character concepts but rather they are for really special schools of training or something like the Arch-mage like I mentioned above. I envision bumping them up to about 10th or 11th level to get into them and not having very strict requirements other than the kit requirement. For instance if you have the Wizard kit you can take the Arch-mage kit at said level.</p><p></p><p>So there you have it, for now.</p></blockquote><p></p>
[QUOTE="Sadrik, post: 2400540, member: 14506"] [b]D&d 3.6[/b] I'll just post them here, in several posts. I call this V3.6 because most of the V3.5 rules still exist in it. Pretty much all of the DMG except for the PrC's is still around. Combat still works the same (much to my chagrin) even spells are all the same (however some caveats there). Mostly, it is a different way to make characters. What I have is a bunch of charts and not a lot of explaining going along with it so I will use this post to explain what each post is doing. Let me point this out: this is a new system and is not meant to be balanced exactly with D&D 3.5. So while comparisons are great it should not be the only consideration. It is different. 1. Basic character chart 2. Classes 3. BAB, Saves and Feats 4. Skills 5. Starting Weapons and Armor 6. Caster level 7. Background kits 8. Abilities as feats 9. Prestige Classes 1. Basic character chart Mostly this is just a reformatting of the old format. Characters still get a feat at 1st level and 3, 6, 9, and an ability boost on every fourth level. The Skill listing is new though and it is how you get skill points after first level in the new skill system. 2. Classes The classes have the following categories. Caster Caster is for if the class has access to spells and what caster level they would be. Saving Throws The classes saves. Base Attack Bonus What the classes BAB is. Feats What feat progression the class has. Skill Points I have a new skill system in here. If you like the old system, simply subtract eight from the classes number and that is your skill points per level for the class. Also, the background kits are what give you your class skills not your class. Hit Die What your hit die is. Starting Weapon Groups What weapons you start with knowing how to use. Starting Armor Proficiency What armor the characters start with. 3. BAB, Saves and Feats Very straight forward, notice that characters can get more feats under this system. The reason is that they get no abilities and their feats double for them. 4. Skills Like I said before the skill system is new. Use the old one if you like but I think you will be pleasantly surprised by this one. 5. Starting weapons and armor This uses weapon groups similar to UA. I didn’t go with allowing characters to be able to begin with heavy armor proficiency; I want characters to blow a feat to get those armors, something to work toward. I also want medium armors to be used more. 6. Caster level All classes stack caster levels now but you can no longer be a 20th level caster "bard" you would be a 14th level caster (20th level caster/expert casts at 14th level). Also, if you multi-class your characters caster level's stack together and you look on a single chart for your spells etc. There are three types of Magic in this Divine/Arcane/Innate, innate magic is new but basically it symbolizes the power of psionics and the innate abilities of dragons and stuff like that. 7. Background kits This is where I think 3.0 went wrong; they didn’t keep kits from 2.0 which I thought were very cool. Why? Because they can give you your character concept at 1st level. PrC's are there and they make players say, "I have this concept for my character but I can’t do it until 6th or 7th level. So, I guess I'll be this until then..." I like character concepts that happen at 1st level. That’s what the kits do. I have not got them 100% nailed down yet so maybe I can iron them out in this thread if it goes anywhere. 8. Abilities as feats This is just a big long list of abilities that have been turned into feats. Each have a prerequisite and stuff. Some I have left blank and have not gotten around to giving them a prerequisite yet. Some of the abilities changed slightly. Also domain abilities are there. I think I threw in a few of my own custom feats. The Monk class of feats needs to change I just didn’t know what to call them in the meantime. 9. Prestige Classes I want the PrC's to be something meaningful like Arch-mage. I have not done them yet but I want each of the eleven classes to have a PrC. I just have the concept for what I want. Basically, PrC's would hold a different niche in this system. None of them are for character concepts but rather they are for really special schools of training or something like the Arch-mage like I mentioned above. I envision bumping them up to about 10th or 11th level to get into them and not having very strict requirements other than the kit requirement. For instance if you have the Wizard kit you can take the Arch-mage kit at said level. So there you have it, for now. [/QUOTE]
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