Shemeska
Adventurer
3.0 rules with some minor tweaks. However portions of the design philosophy, crunch/fluff ratio, and handling of certain topics in 3e blows to some extent. I want the flavor from 2e, a less number/stat/crunch/feats/PrC centered approach to the game, a bit more intelligence put it. I want evocative writing, not a text book that lacks inspiration.
I won't be ditching the 3e rule set anytime soon though. Just lamenting the quality of the writing and the focus of the game to some extent outside of the rules themselves.
I won't be ditching the 3e rule set anytime soon though. Just lamenting the quality of the writing and the focus of the game to some extent outside of the rules themselves.