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Favorite Open Content?

Andy_Collins

First Post
Of all the open content rules system or subsystem you've seen, what's your favorite?

I'll be starting a new D&D campaign soon, and I'd like to include some twists on the traditional game rules to keep the players on their toes.

I'm particularly interested in things like alternative spellcasting systems, variant core classes, and other true "subsystems," rather than individual feats, spells, prestige classes, and the like.

Thanks!
 

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Andy_Collins said:
I'm particularly interested in things like alternative spellcasting systems, variant core classes, and other true "subsystems," rather than individual feats, spells, prestige classes, and the like.

Two variant core classes that I like a lot:

- Monte Cook's sorcerer (from Malhavoc's BoEMII)
- The mercenary ranger (from AEG's Mercenaries)

I think the 3.5e versions of both the ranger and the sorcerer will bear a more than passing resemblance to both of these variants.

Monte's sorcerer shores up all of the weaknesses in the PHB version, and balances them out by making certain "maximum utility" spells (like shield) higher level. The mercenary ranger is a class toolkit, in a way: it allows you to create the original class as presented in the PHB, but also offers a host of other options (no spellcasting, favored terrains, etc.).

I have no experience with any of the prime candidates for your overall question -- M&M, Spycraft, et al. :o
 


I dunno, this may sound stupid, but I like how massive damage is handled in d20 modern. Use the CON score for massive damage, then must make a Fort save. I like that better than 50 :rolleyes:
 

Four Color to Fantasy took the cake for me. Not only is it extremely generous on what it declares OGC, but its useful anywhere.

It has a whole new sub-system on super powers, but in addition it also has quite a few campaign guidelines on how to use those powers in medieval fantasy settings. There's nothing cooler than how they show it off as a possible use of magic in one example, with Zidi Wheatling, "the halfling titan".

I definately can't wait to see the revised d20 Modern version, and the supplement for it, The Big Book of Super Powers.
 

I have to give another votew for the Mutants & Masterminds Damage Save . It's pretty brilliant. The whole game is brilliant. Hopefully someone will catch on and make a fantasy game that has a similar system.
 

Chaos Magic (Mongoose Publishing, Encyclopaedia Arcane: Chaos Magic)

It has a few quirks, but it's one of the most fluid & flexible magic systems I've ever seen in d20.
 

Ken Hood's Grim-n-Gritty system...all of it. Especially the Firearms rules. Finally a d20 rules set where different guns are treated differently.

I have not bought the rules yet but "Elements of Magic by Enworlds imprint looks to be awesome. I kind of like the idea of "ladder" spell progression ( the only decent thing to come from ICE's Rolemaster).
 


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