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<blockquote data-quote="Nonlethal Force" data-source="post: 3991689" data-attributes="member: 35788"><p>Hey, I wondered if there had been any activity in the old threads ... oddly enough I was wondering it just now.</p><p></p><p><strong><em>Neurotic</em></strong> - Thanksforthe interest, although the game is closed. Sorry.</p><p></p><p><em><strong>Bront</strong></em> - Hey man, long time no see! How's married life treating you? Hopefully still good? Thanks for keeping up with the old thread!</p><p></p><p>In case anyone was wondering how it is that I just dropped off of the face of the earth - I've largely put 3.x behind me in the core rulebok sense. I'm in the midst of rewritting the 3.x game for my personal taste. I've also finished the story hour I was writing ... and a second one after that. I've also completed a story that I hope to have published and am about 1/3 of the way done with its sequel. Anyone who knows a literary agent is welcome to contact me! <-- Shameless plug. <img src="http://www.enworld.org/forum/images/smilies/nervous.png" class="smilie" loading="lazy" alt=":heh:" title="Nervous Laugh :heh:" data-shortname=":heh:" /> </p><p></p><p>Back to my rewriting of the 3.x ruleset ... It's a classless game, where all class abilities have been stripped out of class and given prerequisites (if necessary) and level minimums. XP is earned just like 3.x, and levels continue to exist at thesame XP totals as the 3.x table. However, XP isaccumulated and spent at a player's leisure, buying options for their character whenever they have accumulated enough.</p><p></p><p>Former class abilities costs XP to purchase. Feats are also purchased with XP and not gained through levels. The same is true for BAB, Base Defense Bonus (a la UA), saves, ability score adjustments, spell levels, powerpoints, etc. If you've ever read <em>Buy the Numbers</em> (pdf), you should recognize the concept quite easily. I've modified it heavily, though.</p><p></p><p>As a playtest, I am currently fleshing out my own homebrew with demonic enemies. One I just created has a flurry of abilities (and currently CR 7) ... such as: Battle Fortitude +1 stolen from the Scout, Natural Armor +2 from the Dragonfire Adept, and Spellgrace +1 from the Spellthief. In addition, he wields either a flaming Halberd (for flavor) or Greatsword. He has a wide selection of feats {Weapon Focus/Specialization, Power Attack, Blind-fighting, etc}. He's purchased a healthy BAB for his CR, d12 hit point proression, good FORT saves, weak REFL and WILL saves (he is a big dumb brute of a devil, after all), and the fighter's BDB for level 7. And, a few otherthings, of course.</p><p></p><p>It's given me the flexibility that the game rules as written never could. I am enjoying being no longer constrained by class progression. Instead, I can pick and choose the abilities that I want in the character without being forced to take the abilities that I don't want.</p><p></p><p>I'm still in the playtesting/balancing mode, though. It isn't balanced yet - and may never be any more balanced than 3.x ever was. By that, of course, I mean that characters are automatically more powerful because their abilities are handpicked. So, a character only has an ability if the player wants him to. That makes the characters more powerful inherently, but it also makes the opponents much more specialized. It also gives me the ability to do much more customization as the DM. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Imagine facing off against a Minotaur - but while you are sure ithas a gore and charge attack you can no longer be sure about all its minor attributes. Suddenlythe game becomes much less static and much more customizable. {It also becomes work for the DM, but I enjoy the ability to surprise my players!}</p><p></p><p>Anyway, that's what I'm up to ... if anyone is still reading this. If you are, feel free to say hi!</p></blockquote><p></p>
[QUOTE="Nonlethal Force, post: 3991689, member: 35788"] Hey, I wondered if there had been any activity in the old threads ... oddly enough I was wondering it just now. [B][I]Neurotic[/I][/B] - Thanksforthe interest, although the game is closed. Sorry. [I][B]Bront[/B][/I] - Hey man, long time no see! How's married life treating you? Hopefully still good? Thanks for keeping up with the old thread! In case anyone was wondering how it is that I just dropped off of the face of the earth - I've largely put 3.x behind me in the core rulebok sense. I'm in the midst of rewritting the 3.x game for my personal taste. I've also finished the story hour I was writing ... and a second one after that. I've also completed a story that I hope to have published and am about 1/3 of the way done with its sequel. Anyone who knows a literary agent is welcome to contact me! <-- Shameless plug. :heh: Back to my rewriting of the 3.x ruleset ... It's a classless game, where all class abilities have been stripped out of class and given prerequisites (if necessary) and level minimums. XP is earned just like 3.x, and levels continue to exist at thesame XP totals as the 3.x table. However, XP isaccumulated and spent at a player's leisure, buying options for their character whenever they have accumulated enough. Former class abilities costs XP to purchase. Feats are also purchased with XP and not gained through levels. The same is true for BAB, Base Defense Bonus (a la UA), saves, ability score adjustments, spell levels, powerpoints, etc. If you've ever read [I]Buy the Numbers[/I] (pdf), you should recognize the concept quite easily. I've modified it heavily, though. As a playtest, I am currently fleshing out my own homebrew with demonic enemies. One I just created has a flurry of abilities (and currently CR 7) ... such as: Battle Fortitude +1 stolen from the Scout, Natural Armor +2 from the Dragonfire Adept, and Spellgrace +1 from the Spellthief. In addition, he wields either a flaming Halberd (for flavor) or Greatsword. He has a wide selection of feats {Weapon Focus/Specialization, Power Attack, Blind-fighting, etc}. He's purchased a healthy BAB for his CR, d12 hit point proression, good FORT saves, weak REFL and WILL saves (he is a big dumb brute of a devil, after all), and the fighter's BDB for level 7. And, a few otherthings, of course. It's given me the flexibility that the game rules as written never could. I am enjoying being no longer constrained by class progression. Instead, I can pick and choose the abilities that I want in the character without being forced to take the abilities that I don't want. I'm still in the playtesting/balancing mode, though. It isn't balanced yet - and may never be any more balanced than 3.x ever was. By that, of course, I mean that characters are automatically more powerful because their abilities are handpicked. So, a character only has an ability if the player wants him to. That makes the characters more powerful inherently, but it also makes the opponents much more specialized. It also gives me the ability to do much more customization as the DM. :D Imagine facing off against a Minotaur - but while you are sure ithas a gore and charge attack you can no longer be sure about all its minor attributes. Suddenlythe game becomes much less static and much more customizable. {It also becomes work for the DM, but I enjoy the ability to surprise my players!} Anyway, that's what I'm up to ... if anyone is still reading this. If you are, feel free to say hi! [/QUOTE]
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