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Does AU mix well will Core 3.5 Ed?
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<blockquote data-quote="Moorcrys" data-source="post: 1464295" data-attributes="member: 7814"><p><strong>AU classes</strong></p><p></p><p>I've had AU classes mixed with PHB classes since I re-opened my campaign in October, specifically an Unfettered and a Totem Warrior. Players in my campaign have run into some AU-classed foes and didn't seem to have any problem, specifically a champion of darkness and (peripherally) a winter witch. They seem to balance out relatively well, and I haven't had any real complaints.</p><p></p><p>However, I disallowed Warmains, Magisters, and Greenbonds from the start. The two high-magic classes seem unbalanced if you want to use the standard wizard/sorcerer/cleric/druid classes. The casting flexibility combined with numerous class-related abilities, heightened/dimished effects, and the fact that all the spells are on one list turned me off to combining them with the standard D&D casting classes. I simply am not interested in a wizard being able to heal or raise the dead or a cleric tossing around lightning bolts. With warmains it seemed to me like 'why would you ever take a fighter?' -- a little bit on the uber side for my taste compared to the other fighting classes. And my campaign world has a very very specific racial list (almost entirely human) so I never had any long discussion about using AU races.</p><p></p><p>What I did do is standardize the feat progression by allowing beginning PHB classes to pick their feats in the same way as AU classes -- a bump in power for PHB characters but I did it for the sake of simplicity. Only remaining AU classes (witch, runethane, mageblade) can use AU spells and PHB classes PHB spells. I also collapsed the Move Silently and Hide skills into Sneak and deleted leftover 3.0 AU skills such as Innuendo. I said if a feat or feat chain is described differently in the PHB than the AU book to use the PHB version (for instance Two-Weapon Fighting), but that feats from either book could be taken (using the limitations and rules provided in the feat). I also nixed, modified, and knocked around a number of the AU magic feats that I felt could be combined with other feats or abilities to create an overpowered effect. </p><p></p><p>It seems like a lot now that I've had to think about it but it hasn't been a problem. I also really try to bring in campaign/world specific reasons for classes and professions to exist so that players have a good idea as to why there are witches in the world or where a runethane comes from. But in a class-based system adding some classes from AU (or the Miniatures Handbook or Complete Warrior) in a campaign-specific, intelligent way IMHO allows for both PCs and NPCs with new abilities and ideas that add flavor and diversity to gameplay.</p><p></p><p>Moorcrys</p></blockquote><p></p>
[QUOTE="Moorcrys, post: 1464295, member: 7814"] [b]AU classes[/b] I've had AU classes mixed with PHB classes since I re-opened my campaign in October, specifically an Unfettered and a Totem Warrior. Players in my campaign have run into some AU-classed foes and didn't seem to have any problem, specifically a champion of darkness and (peripherally) a winter witch. They seem to balance out relatively well, and I haven't had any real complaints. However, I disallowed Warmains, Magisters, and Greenbonds from the start. The two high-magic classes seem unbalanced if you want to use the standard wizard/sorcerer/cleric/druid classes. The casting flexibility combined with numerous class-related abilities, heightened/dimished effects, and the fact that all the spells are on one list turned me off to combining them with the standard D&D casting classes. I simply am not interested in a wizard being able to heal or raise the dead or a cleric tossing around lightning bolts. With warmains it seemed to me like 'why would you ever take a fighter?' -- a little bit on the uber side for my taste compared to the other fighting classes. And my campaign world has a very very specific racial list (almost entirely human) so I never had any long discussion about using AU races. What I did do is standardize the feat progression by allowing beginning PHB classes to pick their feats in the same way as AU classes -- a bump in power for PHB characters but I did it for the sake of simplicity. Only remaining AU classes (witch, runethane, mageblade) can use AU spells and PHB classes PHB spells. I also collapsed the Move Silently and Hide skills into Sneak and deleted leftover 3.0 AU skills such as Innuendo. I said if a feat or feat chain is described differently in the PHB than the AU book to use the PHB version (for instance Two-Weapon Fighting), but that feats from either book could be taken (using the limitations and rules provided in the feat). I also nixed, modified, and knocked around a number of the AU magic feats that I felt could be combined with other feats or abilities to create an overpowered effect. It seems like a lot now that I've had to think about it but it hasn't been a problem. I also really try to bring in campaign/world specific reasons for classes and professions to exist so that players have a good idea as to why there are witches in the world or where a runethane comes from. But in a class-based system adding some classes from AU (or the Miniatures Handbook or Complete Warrior) in a campaign-specific, intelligent way IMHO allows for both PCs and NPCs with new abilities and ideas that add flavor and diversity to gameplay. Moorcrys [/QUOTE]
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