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<blockquote data-quote="Greg K" data-source="post: 6175246" data-attributes="member: 5038"><p>Regarding sticking to the 3e rules rules as written and lots of things spelled out, they are good for new DMs and for organized play. However, the 3.0 DMG consistently told the DM that they can change the game and also provided numerous variants. Most of the variants were also in the 3.5 version</p><p></p><p>Rule 0 (3.0 PHB p.4)</p><p></p><p>Sidebar: Access to Skills (3.0 PHB p.60): Tells the player that the DM can prohibit characters from taking certain skills</p><p></p><p>From the 3.0 DMG</p><p></p><p>"Let's start with the biggest secret of all: the key to Dungeon Mastering (Don't tell anyone, okay?). The secret is that you are in charge. That is not telling-everyone what to do sort of in charge. Rather, you decide how the group is going to play the game and "you decide how the rules work, which rules to use and how strictily to adhere to them."(3.0 DMG p.6). </p><p></p><p>"Good players will alway recognize that you have ultimate authority over the game mechanics, even superceding somethng in a rule book" (3.0 DMG p.9)</p><p></p><p>"Every rule in the Player's Handbook was written for a reason. That doesn't mean you can't change them for your own game" (3.0 DMG p.9)</p><p></p><p>The 3.0 DMG even gave a bunch of optional rules for DMs to tailor the game. </p><p>Tailoring the character (creating class variants): Discusses tailoring the Fighter into an ex-bodyguard for a Thieve's Guild (a revised version appears in 3e Unearthed Arcana)</p><p></p><p>3e DMG Variants: 33 rules variants plus advice on tailoring races, advice on creating new classes and tailoring new ones, firearms and asian weapons for those gms that want to introduce them</p><p></p><p></p><p>I. Chapter 2: Characters- Race </p><p>The section on races discusses altering existing races and creating environmental subraces (the latter is fleshed out in Unearthed Arcana)</p><p></p><p>1. Variant: Monster as Race</p><p></p><p>II. Chapter 2: Characters- Classes</p><p>The section discusses creating classes and tailoring existing classes. In addition to the variant rules listed below, it discusses turning the ranger into an undead stalker with sneak attack vs. undead and paladin smite evil vs. undead only. (A few class variant examples appear in early 3e supplements, but it does not really get truly supported with plenty of examples until Unearthed Arcana and later supplements)</p><p></p><p>2. Variant: Spell List Variant Spellcasters (covers tailoring divine spell lists to deity, arcane lists to schools, and lists for other variant spellcasting classes). They even provide a Witch variant as an example.</p><p></p><p>3. Variant: Multi-classing at 1st level (covers apprentice level characters and 0/0 level multiclassing at first level).</p><p></p><p></p><p>III.Chapter 2- Characters- Leveling </p><p>4 Variant: Learning Skills and Feats (learning skills and feats requires Trainers, training time, and training cost. Also, increasing existing skills requires a proper environment and opportunity to have practiced and applied the skill)</p><p>5. Variant: Learning new spells: wizards finding spells, sorcerers learning from patrons, bards studying with other bards</p><p>6. Variant: researching spells (creating new spells)</p><p>7. variant: gaining class abilities (requires a trainer of the same class and training time or the character has to spend twice as much time on his or her own self training)</p><p>8. variant: general down time</p><p>9. variant: fixed hit dice</p><p></p><p>IV. Chapter 3: Running the Game- Combat Variants</p><p>10. Variant: Surprise Round</p><p>11. Variant: Roll initiative each round</p><p>12. Variant: Automatic Hits and Misses</p><p>13. Variant: Defense Roll</p><p>14. Variant: Instant Kill</p><p>15. Variant: Softer Criticals</p><p>16. Variant: Critical Misses (Fumbles)</p><p>17. Variant: Firing into a crowd</p><p>18. Variant: Clobbered (taking half of current hit points from a single results in character taking a partial action on next turn)</p><p>19. Variant: Death from Massive Damage Based on size</p><p>20. Variant: Damage to Specific Areas </p><p></p><p>V. Chapter 3: Running the Game - Monster Ability Variants</p><p>21. Variant: Separate Ability Loss (each 2 points of ability damage, the character takes a -1 penalty to ability related rolls</p><p>Non Magical Psionics Variant.</p><p>22. Variant: Non-magical Psionics</p><p>23. Variant: Characters with Scent</p><p></p><p>VI. Chapter 3: Running the Game - Skill and Ability Check </p><p>24. Variant: Skills with Different Abilities</p><p>25. Variant: Critical Success or Failure</p><p></p><p>VIII. Chapter 3: Running the Game- Saving Throws</p><p>26. Variant: Saves with Different Ability Scores</p><p></p><p>IX. Chapter 3: Running the Game- Adjudicating Magic </p><p>27 Variant: Spell Roll (Save DC = d20 roll + spell level+ caster modifier)</p><p>28. Variant: Power Components (alternative to spells casting XP)</p><p>29. Variant: Summoning Individual Monsters (affects Summon Monster and Summon Nature's Ally spells)</p><p></p><p>X. Chapter 5: Campaigns</p><p>30. Variant: Upkeep (characters are charged a monthly fee based upon their lifestyle)</p><p></p><p>Not a variant, but there is sidebar suggesting cool ways to break the rules and tailor the chararcters to your own setting</p><p></p><p>XI. Chapter 6: World Building</p><p>Not a variant, but suggestions on building a different world talks about Asian Weapons, Firearms, and Futuristic Weapons. With sample weapons.</p><p>Also, the section on Differing Magic, briefly discusses changing the level of magic to either low magic or high magic</p><p></p><p>XII. Chapter 7: Rewards</p><p>31. Variant: Faster of Slower Experience (controlling the speed of leveling)</p><p>32. Variant: Free Form Experience (instead of calculating XP, hand out recommended XP based on encounter toughness</p><p>33. Variant: Story Awards: Non Combat encounters, Mission Goals, Rolepalying Wards, Story Awards</p></blockquote><p></p>
[QUOTE="Greg K, post: 6175246, member: 5038"] Regarding sticking to the 3e rules rules as written and lots of things spelled out, they are good for new DMs and for organized play. However, the 3.0 DMG consistently told the DM that they can change the game and also provided numerous variants. Most of the variants were also in the 3.5 version Rule 0 (3.0 PHB p.4) Sidebar: Access to Skills (3.0 PHB p.60): Tells the player that the DM can prohibit characters from taking certain skills From the 3.0 DMG "Let's start with the biggest secret of all: the key to Dungeon Mastering (Don't tell anyone, okay?). The secret is that you are in charge. That is not telling-everyone what to do sort of in charge. Rather, you decide how the group is going to play the game and "you decide how the rules work, which rules to use and how strictily to adhere to them."(3.0 DMG p.6). "Good players will alway recognize that you have ultimate authority over the game mechanics, even superceding somethng in a rule book" (3.0 DMG p.9) "Every rule in the Player's Handbook was written for a reason. That doesn't mean you can't change them for your own game" (3.0 DMG p.9) The 3.0 DMG even gave a bunch of optional rules for DMs to tailor the game. Tailoring the character (creating class variants): Discusses tailoring the Fighter into an ex-bodyguard for a Thieve's Guild (a revised version appears in 3e Unearthed Arcana) 3e DMG Variants: 33 rules variants plus advice on tailoring races, advice on creating new classes and tailoring new ones, firearms and asian weapons for those gms that want to introduce them I. Chapter 2: Characters- Race The section on races discusses altering existing races and creating environmental subraces (the latter is fleshed out in Unearthed Arcana) 1. Variant: Monster as Race II. Chapter 2: Characters- Classes The section discusses creating classes and tailoring existing classes. In addition to the variant rules listed below, it discusses turning the ranger into an undead stalker with sneak attack vs. undead and paladin smite evil vs. undead only. (A few class variant examples appear in early 3e supplements, but it does not really get truly supported with plenty of examples until Unearthed Arcana and later supplements) 2. Variant: Spell List Variant Spellcasters (covers tailoring divine spell lists to deity, arcane lists to schools, and lists for other variant spellcasting classes). They even provide a Witch variant as an example. 3. Variant: Multi-classing at 1st level (covers apprentice level characters and 0/0 level multiclassing at first level). III.Chapter 2- Characters- Leveling 4 Variant: Learning Skills and Feats (learning skills and feats requires Trainers, training time, and training cost. Also, increasing existing skills requires a proper environment and opportunity to have practiced and applied the skill) 5. Variant: Learning new spells: wizards finding spells, sorcerers learning from patrons, bards studying with other bards 6. Variant: researching spells (creating new spells) 7. variant: gaining class abilities (requires a trainer of the same class and training time or the character has to spend twice as much time on his or her own self training) 8. variant: general down time 9. variant: fixed hit dice IV. Chapter 3: Running the Game- Combat Variants 10. Variant: Surprise Round 11. Variant: Roll initiative each round 12. Variant: Automatic Hits and Misses 13. Variant: Defense Roll 14. Variant: Instant Kill 15. Variant: Softer Criticals 16. Variant: Critical Misses (Fumbles) 17. Variant: Firing into a crowd 18. Variant: Clobbered (taking half of current hit points from a single results in character taking a partial action on next turn) 19. Variant: Death from Massive Damage Based on size 20. Variant: Damage to Specific Areas V. Chapter 3: Running the Game - Monster Ability Variants 21. Variant: Separate Ability Loss (each 2 points of ability damage, the character takes a -1 penalty to ability related rolls Non Magical Psionics Variant. 22. Variant: Non-magical Psionics 23. Variant: Characters with Scent VI. Chapter 3: Running the Game - Skill and Ability Check 24. Variant: Skills with Different Abilities 25. Variant: Critical Success or Failure VIII. Chapter 3: Running the Game- Saving Throws 26. Variant: Saves with Different Ability Scores IX. Chapter 3: Running the Game- Adjudicating Magic 27 Variant: Spell Roll (Save DC = d20 roll + spell level+ caster modifier) 28. Variant: Power Components (alternative to spells casting XP) 29. Variant: Summoning Individual Monsters (affects Summon Monster and Summon Nature's Ally spells) X. Chapter 5: Campaigns 30. Variant: Upkeep (characters are charged a monthly fee based upon their lifestyle) Not a variant, but there is sidebar suggesting cool ways to break the rules and tailor the chararcters to your own setting XI. Chapter 6: World Building Not a variant, but suggestions on building a different world talks about Asian Weapons, Firearms, and Futuristic Weapons. With sample weapons. Also, the section on Differing Magic, briefly discusses changing the level of magic to either low magic or high magic XII. Chapter 7: Rewards 31. Variant: Faster of Slower Experience (controlling the speed of leveling) 32. Variant: Free Form Experience (instead of calculating XP, hand out recommended XP based on encounter toughness 33. Variant: Story Awards: Non Combat encounters, Mission Goals, Rolepalying Wards, Story Awards [/QUOTE]
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