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<blockquote data-quote="Greg K" data-source="post: 4618895" data-attributes="member: 5038"><p>Here were a lot of mine. I still need to go over the classes.</p><p></p><p>1. Fewer Absolutes as per Sean K Reynolds web articles</p><p>2. Occupations as per d20 Modern (WOTC)/ Fantasy Occupations (Adamant)</p><p>3. Remove non-biological racial abilities and make them feats</p><p>4. Culture Templates similar to HARP/ Rolemaster RMSS Adolescence with guidelines in the DMG to help DMs tailor the races to their setting.</p><p>5. Removal of XP to create magic items (Artificer's Handbook)</p><p>6. Removal of XP to cast cast certain spells</p><p>7. Removal of level drain</p><p>8. Slower Leveling </p><p>9. Tone down the spellcasters</p><p>10. Class based defense</p><p>11. Action Points (UA) as core, but die bonuses work like Hero Points from Mutants and Masterminds.</p><p>12. Weapon Groups from Unearthed Arcana</p><p>13. Incantations from Unearthd Arcana</p><p>14. Complex Skill checks from Unearthed Arcana</p><p>15. Combat Maneuver System as per Book of Iron Might </p><p>16. Quick NPC generator as per Spycraft 2.0 (Crafty Games)/Foe Factory:Modern (Adamant)</p><p></p><p>17. Classes (more to be added)</p><p>a) More guidelines in the DMG for customizing characters as per the PHB 3.0/p.94 and3.5/110). Give examples using the class variants from UA and the skill tradeoffs from the Cityscape enhancement</p><p></p><p>18. Hit Points</p><p>a) More hit points for characters and con bonus to hit points only applying at first level</p><p>b) Removing Negative hit points </p><p>c) Death and Dying similar to that in Unearthed Arcana</p><p>d) Star Wars like Condition track</p><p></p><p>19. Single Save progression w/ the initial class providing a bonus (or bonuses). This stops multiclassing to cherry pick stacking good save bonuses. It also makes the feats that increase saves more attractive.</p><p></p><p>20. Armor and Weapon proficiencies granted only by the initial class (or better don't assign armor and weapon proficiencies, but give a first level character extra bonus feats to buy armor, weapon proficiencies,). This makes the first choice of class more important, because you cannot later take a level in a martial class to to learn all martial weapons and armor rather than spending the feats. It also makes the initial choice of martial classes more important.</p><p></p><p>20. Skills</p><p>a. More Skill Points per level for the 2+int class</p><p>b. Removal of Half Ranks for cross classed skills</p><p>c. Rework the cap on ranks and/or rework the DCs.</p><p>d. New uses for skills collected from the various books</p><p>e. Opposed Rolls: a single roll with 10+ opponent's ranks + oppoenent's modifier + other appropraite modifiers</p><p></p><p>21. Feats</p><p>a. Removal of the +2 to two skills</p><p>b. Remove many of the combat feats that should be things anyone can do (e.g, throw sand in opponent's face) and/or have fiddly bits (e.g, power attack). For the latter, just have a standard maneuver and the feat simply reduces the attack penalty.</p><p>c. Rage, Sneak Attack, Turn Undead become feats.</p><p></p><p>22. Equipment</p><p>a. bring back the missing armor and weapons from 1e and 2e</p><p>b. Dire Flails, SPiked chains, etc. moved to an optional sourcebook</p><p>c. Sunrods, Tanglefoot bags, etc, moved to an optional sourcebook</p><p></p><p>23. Combat</p><p>a. class based defense as mentioned above</p><p>b. Several feats become maneuvers as per Book of Iron Might that anyone can attempt.</p><p>c. no negative hp as mentioned above</p><p>d. UA style death and dying or something similar from UA (as mentioned above). This also does away the current stabilization rules as it is built in.</p><p>d. Star Wars Condition Track</p><p></p><p>24. Poison: see both Sean Reynold's web article ongoing web article and Poison Craft (Blue Devil Games). </p><p></p><p>25. Turn Undead: Make it more like the vampire movies where it drives them back or causes them to flee</p><p></p><p>26. Magic</p><p>- Spontaneous divine casting from UA, but more limited spells lists based on the deities domains</p><p>- reassign spells and spell levels</p><p>- buffs by divine casters are assigned to specific domains</p><p>- Remove the Law/Chaos Spells</p><p>- Remove Rope Trick</p><p>- Detect Evil/ Detect Good become Detect Unholy/Detect Holy and work on outsiders, undead or divine powered classes</p><p>- Raise Dead, Resurrection, become Incantations or limited to specific domains.</p><p>- Many diviniations become incantations</p><p>- Wish become incantation or removed</p><p>- Remove HD/Level from determining the base spell effects. </p><p>- Remove HD/level from determining the number of targets affected. </p><p>- Use staged effects determined by degree of failure</p><p></p><p>26. Psionic Powers handled as per Green Ronin's Psychic's Handbook</p><p></p><p>27. Monsters</p><p>a. Seperate BAB from HD</p><p></p><p>28. DM advice</p><p>a. Tell Dm's not to be concerned if every skill point is exact</p><p>b. More Guidelines for using DMing unusual PC actions and maneuvers</p></blockquote><p></p>
[QUOTE="Greg K, post: 4618895, member: 5038"] Here were a lot of mine. I still need to go over the classes. 1. Fewer Absolutes as per Sean K Reynolds web articles 2. Occupations as per d20 Modern (WOTC)/ Fantasy Occupations (Adamant) 3. Remove non-biological racial abilities and make them feats 4. Culture Templates similar to HARP/ Rolemaster RMSS Adolescence with guidelines in the DMG to help DMs tailor the races to their setting. 5. Removal of XP to create magic items (Artificer's Handbook) 6. Removal of XP to cast cast certain spells 7. Removal of level drain 8. Slower Leveling 9. Tone down the spellcasters 10. Class based defense 11. Action Points (UA) as core, but die bonuses work like Hero Points from Mutants and Masterminds. 12. Weapon Groups from Unearthed Arcana 13. Incantations from Unearthd Arcana 14. Complex Skill checks from Unearthed Arcana 15. Combat Maneuver System as per Book of Iron Might 16. Quick NPC generator as per Spycraft 2.0 (Crafty Games)/Foe Factory:Modern (Adamant) 17. Classes (more to be added) a) More guidelines in the DMG for customizing characters as per the PHB 3.0/p.94 and3.5/110). Give examples using the class variants from UA and the skill tradeoffs from the Cityscape enhancement 18. Hit Points a) More hit points for characters and con bonus to hit points only applying at first level b) Removing Negative hit points c) Death and Dying similar to that in Unearthed Arcana d) Star Wars like Condition track 19. Single Save progression w/ the initial class providing a bonus (or bonuses). This stops multiclassing to cherry pick stacking good save bonuses. It also makes the feats that increase saves more attractive. 20. Armor and Weapon proficiencies granted only by the initial class (or better don't assign armor and weapon proficiencies, but give a first level character extra bonus feats to buy armor, weapon proficiencies,). This makes the first choice of class more important, because you cannot later take a level in a martial class to to learn all martial weapons and armor rather than spending the feats. It also makes the initial choice of martial classes more important. 20. Skills a. More Skill Points per level for the 2+int class b. Removal of Half Ranks for cross classed skills c. Rework the cap on ranks and/or rework the DCs. d. New uses for skills collected from the various books e. Opposed Rolls: a single roll with 10+ opponent's ranks + oppoenent's modifier + other appropraite modifiers 21. Feats a. Removal of the +2 to two skills b. Remove many of the combat feats that should be things anyone can do (e.g, throw sand in opponent's face) and/or have fiddly bits (e.g, power attack). For the latter, just have a standard maneuver and the feat simply reduces the attack penalty. c. Rage, Sneak Attack, Turn Undead become feats. 22. Equipment a. bring back the missing armor and weapons from 1e and 2e b. Dire Flails, SPiked chains, etc. moved to an optional sourcebook c. Sunrods, Tanglefoot bags, etc, moved to an optional sourcebook 23. Combat a. class based defense as mentioned above b. Several feats become maneuvers as per Book of Iron Might that anyone can attempt. c. no negative hp as mentioned above d. UA style death and dying or something similar from UA (as mentioned above). This also does away the current stabilization rules as it is built in. d. Star Wars Condition Track 24. Poison: see both Sean Reynold's web article ongoing web article and Poison Craft (Blue Devil Games). 25. Turn Undead: Make it more like the vampire movies where it drives them back or causes them to flee 26. Magic - Spontaneous divine casting from UA, but more limited spells lists based on the deities domains - reassign spells and spell levels - buffs by divine casters are assigned to specific domains - Remove the Law/Chaos Spells - Remove Rope Trick - Detect Evil/ Detect Good become Detect Unholy/Detect Holy and work on outsiders, undead or divine powered classes - Raise Dead, Resurrection, become Incantations or limited to specific domains. - Many diviniations become incantations - Wish become incantation or removed - Remove HD/Level from determining the base spell effects. - Remove HD/level from determining the number of targets affected. - Use staged effects determined by degree of failure 26. Psionic Powers handled as per Green Ronin's Psychic's Handbook 27. Monsters a. Seperate BAB from HD 28. DM advice a. Tell Dm's not to be concerned if every skill point is exact b. More Guidelines for using DMing unusual PC actions and maneuvers [/QUOTE]
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