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Homebrewers: What Do You Brew?
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<blockquote data-quote="Arkhandus" data-source="post: 3606796" data-attributes="member: 13966"><p>Depends.</p><p>I work off-and-on with several different homebrew D&D settings and suchlike, though only three are really significant to me (Azeria, Aurelia, and Rhunaria; the first three I thought up; Azeria is 99% rules-as-written D&D with merely a customized world to run the game in, and a homebrew pantheon of deities replacing the core pantheon; Aurelia is heavy overhauling and tweaking of the system along with a slightly more-different custom world; and Rhunaria is minor tweaking, about 90% RAW, focused heavily on the custom world setting which is the only reason for the bit of gradual rules tweaking I've done for it).</p><p></p><p>But I like to tinker, both with RPing ideas and rules material. I just prefer tinkering with game mechanics, though often as not the tinkering is based on roleplaying-related ideas for the setting/world.</p><p></p><p>I make customized versions and new stuff of just about any sort. I usually leave the core rules 90-99% intact, but change a rule here and there, or add some extra stuff to a class or race, or modify the way a spell, power, weapon, magic item, or special ability works so as to be more clear/fair.</p><p></p><p>I rarely make new skills or mess with the existing skills, but there are a few instances of it in my work. Most of my homebrews use the core feats and those from other books, but with an occasional feat-tweaking or custom feat of my own. Only for a few homebrew ideas, that have more to do with heavily altering the d20 system to better fit certain concepts or just to be different, actually involve me creating a lot of custom feats to replace the core feats altogether. Only in those same homebrews do I bother messing with the skills much, also.</p><p></p><p>I usually keep existing classes and may add a few here and there, but rarely take out a class. I do tend to add small or moderate benefits to classes, and I prefer to balance things by adding and tweaking the less effective/flexible/glorious classes, rather than taking away from the good classes (there are exceptions). Prestige classes I'm more likely to take out or drastically alter before allowing them, though many I just tweak a little or use as-printed. I make a lot of custom prestige classes too.</p><p></p><p>Still, there are a few homebrews where I build nearly everything from scratch, using only the core mechanic of the d20 system and the basic form of the classes and combat rules in d20.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 3606796, member: 13966"] Depends. I work off-and-on with several different homebrew D&D settings and suchlike, though only three are really significant to me (Azeria, Aurelia, and Rhunaria; the first three I thought up; Azeria is 99% rules-as-written D&D with merely a customized world to run the game in, and a homebrew pantheon of deities replacing the core pantheon; Aurelia is heavy overhauling and tweaking of the system along with a slightly more-different custom world; and Rhunaria is minor tweaking, about 90% RAW, focused heavily on the custom world setting which is the only reason for the bit of gradual rules tweaking I've done for it). But I like to tinker, both with RPing ideas and rules material. I just prefer tinkering with game mechanics, though often as not the tinkering is based on roleplaying-related ideas for the setting/world. I make customized versions and new stuff of just about any sort. I usually leave the core rules 90-99% intact, but change a rule here and there, or add some extra stuff to a class or race, or modify the way a spell, power, weapon, magic item, or special ability works so as to be more clear/fair. I rarely make new skills or mess with the existing skills, but there are a few instances of it in my work. Most of my homebrews use the core feats and those from other books, but with an occasional feat-tweaking or custom feat of my own. Only for a few homebrew ideas, that have more to do with heavily altering the d20 system to better fit certain concepts or just to be different, actually involve me creating a lot of custom feats to replace the core feats altogether. Only in those same homebrews do I bother messing with the skills much, also. I usually keep existing classes and may add a few here and there, but rarely take out a class. I do tend to add small or moderate benefits to classes, and I prefer to balance things by adding and tweaking the less effective/flexible/glorious classes, rather than taking away from the good classes (there are exceptions). Prestige classes I'm more likely to take out or drastically alter before allowing them, though many I just tweak a little or use as-printed. I make a lot of custom prestige classes too. Still, there are a few homebrews where I build nearly everything from scratch, using only the core mechanic of the d20 system and the basic form of the classes and combat rules in d20. [/QUOTE]
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