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D&D Older Editions, OSR, & D&D Variants
D&D Core 3.5/3.75 Homebrew Remake (with ideas from SWRPG SE, 4e and Pathfinder)
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<blockquote data-quote="Gandhi39" data-source="post: 5415349" data-attributes="member: 89316"><p>Thank you for the reply, but man, I think you also get many things wrong.</p><p></p><p>I have read through most of your work (as much as I could before it would make me sleep). Let me tell you one thing: simple is better. I think you complicate things WAY TOO MUCH (too many house rules).</p><p></p><p>I can understand the reason for most of them (specially regarding to Dex being more appropriate to hit stuff, Wisdom not being the same as perception and the <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ing vancian spellcasting), but you made too many changes, taking too much work to implement. You will see that my house-rules are short and simple. The most extended part in my work is only the re-writing of each class.</p><p></p><p>What <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />s my games in 3.5?</p><p>1. The rogue sucks when you have a dungeon full of undead and golems, with no locks or traps, and dies way too easy when taking a disintegrate.</p><p>2. The wizard sucks at the first levels (their players get bored).</p><p>3. The wizard does a lot more damage after around 13th level, and warriors become only a shield (their players get bored).</p><p>4. Over optimized (many classes and subclasses) characters vs beginner’s characters.</p><p>5. Slow character creation (specially skill calculations).</p><p></p><p>What did I do when working out my rules was this:</p><p>1. First of all I kicked off any non-core books (too simplify stuff as much as possible).</p><p>2. I made the rogue better at more combat situations.</p><p>3. I put my warrior classes (Barbarian, Fighter, Monk, Paladin, Ranger and Rogue) side by side at each level, creating characters and putting them to fight against each other. I believe their combat power is now pretty close.</p><p>4. I put the gish classes (Bard, Cleric and Druid) to fight against the warriors and made sure their raw combat power was somewhat lower (including Divine Favor, Divine Power, Righteous Might and Wild Shape).</p><p>5. I made sure all classes got some good stuff as would a character over optimized with prestige classes from many books.</p><p></p><p>About magic power:</p><p>1. I made the saves for each class better (nerfs “save vs” spells).</p><p>2. I nerfed instant death effects.</p><p>3. I kicked off spells from other books (that gave spellcasters too many options).</p><p>4. I still believe spellcasters should be the most resourceful classes (so I left them the PHB spells of course).</p><p></p><p>More simplifying:</p><p>1. HP/level.</p><p>2. Saves.</p><p>3. Skills (especially skill training and number of different skills).</p><p>4. Multiclassing.</p><p>5. NO PRESTIGE CLASSES.</p><p></p><p>I think the bard is like a troubadour spell-casting warrior and not necessarily a jack-of-all-trades. I don’t need any samurai, ninja or psionic stuff in my games.</p><p></p><p>Things that still need improvement:</p><p>1. More different feats for warriors (to give them more options, as you say)</p><p>2. Work around some unbalanced spells.</p><p>3. Playtest.</p><p></p><p>You can find my latest updates at <a href="http://docs.thinkfree.com/portfolio/view.php?psn=1751" target="_blank">http://docs.thinkfree.com/portfolio/view.php?psn=1751</a></p><p>They have changed a bit since may.</p></blockquote><p></p>
[QUOTE="Gandhi39, post: 5415349, member: 89316"] Thank you for the reply, but man, I think you also get many things wrong. I have read through most of your work (as much as I could before it would make me sleep). Let me tell you one thing: simple is better. I think you complicate things WAY TOO MUCH (too many house rules). I can understand the reason for most of them (specially regarding to Dex being more appropriate to hit stuff, Wisdom not being the same as perception and the :):):):)ing vancian spellcasting), but you made too many changes, taking too much work to implement. You will see that my house-rules are short and simple. The most extended part in my work is only the re-writing of each class. What :):):):)s my games in 3.5? 1. The rogue sucks when you have a dungeon full of undead and golems, with no locks or traps, and dies way too easy when taking a disintegrate. 2. The wizard sucks at the first levels (their players get bored). 3. The wizard does a lot more damage after around 13th level, and warriors become only a shield (their players get bored). 4. Over optimized (many classes and subclasses) characters vs beginner’s characters. 5. Slow character creation (specially skill calculations). What did I do when working out my rules was this: 1. First of all I kicked off any non-core books (too simplify stuff as much as possible). 2. I made the rogue better at more combat situations. 3. I put my warrior classes (Barbarian, Fighter, Monk, Paladin, Ranger and Rogue) side by side at each level, creating characters and putting them to fight against each other. I believe their combat power is now pretty close. 4. I put the gish classes (Bard, Cleric and Druid) to fight against the warriors and made sure their raw combat power was somewhat lower (including Divine Favor, Divine Power, Righteous Might and Wild Shape). 5. I made sure all classes got some good stuff as would a character over optimized with prestige classes from many books. About magic power: 1. I made the saves for each class better (nerfs “save vs” spells). 2. I nerfed instant death effects. 3. I kicked off spells from other books (that gave spellcasters too many options). 4. I still believe spellcasters should be the most resourceful classes (so I left them the PHB spells of course). More simplifying: 1. HP/level. 2. Saves. 3. Skills (especially skill training and number of different skills). 4. Multiclassing. 5. NO PRESTIGE CLASSES. I think the bard is like a troubadour spell-casting warrior and not necessarily a jack-of-all-trades. I don’t need any samurai, ninja or psionic stuff in my games. Things that still need improvement: 1. More different feats for warriors (to give them more options, as you say) 2. Work around some unbalanced spells. 3. Playtest. You can find my latest updates at [url]http://docs.thinkfree.com/portfolio/view.php?psn=1751[/url] They have changed a bit since may. [/QUOTE]
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