How would you do 3.5e in 160 pages?

  • Thread starter Thread starter Ry
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Right, but I'm not going to sit on my hands when I can get the E6 document I want ready very quickly. Kem's version will be fine for those who want 20 levels. I'm just posting it here because there were a few others who mentioned interest in Basic D&D / E6, and it's done now.

Regardless, here's the (level-independent) Combat section, really just changed to 8pt and 2 columns. Fits on 15 pages, which is better than the 20 I originally thought it would take.
 

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Combat, Conditions, Special Abilities, Types/Subtypes, and Environment all reference each other repeatedly, and I think the reason is that they're all essentially Combat Reference. I'm going to approach them as such.
 

OK, here's the collected text of Spell Resistance from the various places that talk about it. I could use a hand shortening this. Do we even need the stuff about different schools, given the fact that it's part of the spell descriptions?



Spell Resistance (Ex): A creature with spell resistance can avoid the effects of spells and spell-like abilities that directly affect it. To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check (1d20 + caster level). If the result equals or exceeds the creature’s spell resistance, the spell works normally, although the creature is still allowed a saving throw.
Spell resistance is the extraordinary ability to avoid being affected by spells. (Some spells also grant spell resistance.)
To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance. (The defender’s spell resistance is like an Armor Class against magical attacks.) If the caster fails the check, the spell doesn’t affect the creature. The possessor does not have to do anything special to use spell resistance. The creature need not even be aware of the threat for its spell resistance to operate.
Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A creature can have some abilities that are subject to spell resistance and some that are not. Even some spells ignore spell resistance; see When Spell Resistance Applies, below.
A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature’s next turn. At the beginning of the creature’s next turn, the creature’s spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).
A creature’s spell resistance never interferes with its own spells, items, or abilities.
A creature with spell resistance cannot impart this power to others by touching them or standing in their midst. Only the rarest of creatures and a few magic items have the ability to bestow spell resistance upon another.
Spell resistance does not stack. It overlaps.
When Spell Resistance Applies
Each spell includes an entry that indicates whether spell resistance applies to the spell. In general, whether spell resistance applies depends on what the spell does:
Targeted Spells: Spell resistance applies if the spell is targeted at the creature. Some individually targeted spells can be directed at several creatures simultaneously. In such cases, a creature’s spell resistance applies only to the portion of the spell actually targeted at that creature. If several different resistant creatures are subjected to such a spell, each checks its spell resistance separately.
Area Spells: Spell resistance applies if the resistant creature is within the spell’s area. It protects the resistant creature without affecting the spell itself.
Effect Spells: Most effect spells summon or create something and are not subject to spell resistance. Sometimes, however, spell resistance applies to effect spells, usually to those that act upon a creature more or less directly, such as web.
Spell resistance can protect a creature from a spell that’s already been cast. Check spell resistance when the creature is first affected by the spell.
Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is up.
Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature’s mind or body. If the spell acts on anything else and the creature is affected as a consequence, no roll is required. Creatures can be harmed by a spell without being directly affected.
Spell resistance does not apply if an effect fools the creature’s senses or reveals something about the creature.
Magic actually has to be working for spell resistance to apply. Spells that have instantaneous durations but lasting results aren’t subject to spell resistance unless the resistant creature is exposed to the spell the instant it is cast.
When in doubt about whether a spell’s effect is direct or indirect, consider the spell’s school:
Abjuration: The target creature must be harmed, changed, or restricted in some manner for spell resistance to apply. Perception changes aren’t subject to spell resistance.
Abjurations that block or negate attacks are not subject to an attacker’s spell resistance—it is the protected creature that is affected by the spell (becoming immune or resistant to the attack).
Conjuration: These spells are usually not subject to spell resistance unless the spell conjures some form of energy. Spells that summon creatures or produce effects that function like creatures are not subject to spell resistance.
Divination: These spells do not affect creatures directly and are not subject to spell resistance, even though what they reveal about a creature might be very damaging.
Enchantment: Since enchantment spells affect creatures’ minds, they are typically subject to spell resistance.
Evocation: If an evocation spell deals damage to the creature, it has a direct effect. If the spell damages something else, it has an indirect effect.
Illusion: These spells are almost never subject to spell resistance. Illusions that entail a direct attack are exceptions.
Necromancy: Most of these spells alter the target creature’s life force and are subject to spell resistance. Unusual necromancy spells that don’t affect other creatures directly are not subject to spell resistance.
Transmutation: These spells are subject to spell resistance if they transform the target creature. Transmutation spells are not subject to spell resistance if they are targeted on a point in space instead of on a creature. Some transmutations make objects harmful (or more harmful), such as magic stone. Even these spells are not generally subject to spell resistance because they affect the objects, not the creatures against which the objects are used. Spell resistance works against magic stone only if the creature with spell resistance is holding the stones when the cleric casts magic stone on them.
Successful Spell Resistance
Spell resistance prevents a spell or a spell-like ability from affecting or harming the resistant creature, but it never removes a magical effect from another creature or negates a spell’s effect on another creature. Spell resistance prevents a spell from disrupting another spell.
Against an ongoing spell that has already been cast, a failed check against spell resistance allows the resistant creature to ignore any effect the spell might have. The magic continues to affect others normally.
 

Define Caster Level Check Somewhere, Its used by SR and by Dispelling.

But Since each spell has a line to say if SR effects it you don't need the general rules for it. I'm still sick so double check this as I think this is good, but I cut alot.


Spell Resistance (Ex): To determine if a spell or spell-like ability works against a creature with spell resistance, the caster must make a caster level check.

Only spells and spell-like abilities are subject to spell resistance.

A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature’s next turn. At the beginning of the creature’s next turn, the creature’s spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action).
A creature’s spell resistance never interferes with its own spells, items, or abilities.
Spell resistance does not stack. It overlaps.

Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is up.
Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature’s mind or body. If the spell acts on anything else and the creature is affected as a consequence, no roll is required. Creatures can be harmed by a spell without being directly affected.
 

Here's my attempt at doing 4 sections (Combat I and II, Conditions/SpecialAbilities, Types/Subtypes/Abilities) in 1. Taking Kem's wording (adding just a little bit of description back in) for SR. Some more work on special abilities is probably needed. 30 pages.
 

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While working on classes, I noticed that every spellcasting class has the same pile of gunk.

So I like how:
Almost-SRD said:
Spells: A bard casts arcane spells, which are drawn from the bard spell list. He can cast any spell he knows without preparing it ahead of time. Every bard spell has a verbal component (singing, reciting, or music). To learn or cast a spell, a bard must have a Charisma score equal to at least 10 + the spell. The Difficulty Class for a saving throw against a bard’s spell is 10 + the spell level + the bard’s Charisma modifier.
Like other spellcasters, a bard can cast only a certain number of spells of each spell level per day. His base daily spell allotment is given on Table: The Bard. In addition, he receives bonus spells per day if he has a high Charisma score. When Table: Bard Spells Known indicates that the bard gets 0 spells per day of a given spell level, he gains only the bonus spells he would be entitled to based on his Charisma score for that spell level.
The bard’s selection of spells is extremely limited. A bard begins play knowing four 0-level spells of your choice. At most new bard levels, he gains one or more new spells, as indicated on Table: Bard Spells Known. (Unlike spells per day, the number of spells a bard knows is not affected by his Charisma score; the numbers on Table: Bard Spells Known are fixed.)
Upon reaching 5th level, and at every third bard level after that (8th, 11th, and so on), a bard can choose to learn a new spell in place of one he already knows. In effect, the bard “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least two levels lower than the highest-level bard spell the bard can cast. A bard may swap only a single spell at any given level, and must choose whether or not to swap the spell at the same time that he gains new spells known for the level.
As noted above, a bard need not prepare his spells in advance. He can cast any spell he knows at any time, assuming he has not yet used up his allotment of spells per day for the spell’s level.
No ASF Chance in light armor.

Turns into...
Small SRD said:
Spellcasting: Arcane Charisma-Based Spontaneous Casting.
All spells have verbal components.
At 5th and ever 3 levels thereafter, you can swap a spell known for another of the same level. Only spells of 2 levels lower then the Bard's Highest Spell Level can be swapped in this way. This swap is done when the level is gained.
No Arcane Spell Failure for using Light Armor.

Then all you need to do is describe what the types of casting mean in one spot. Beautiful part is, so many classes share this. Including a couple PrCs.

Bard, Cleric, Druid, Paladin, Ranger, Sorcerer, Wizard just from the core classes.
 

Ok here is page 1 for classes in both .DOC and .PDF formats (I remember someone expressing interest in this format.

I have a little bit to add to the cleric, and I want to see what I can do to fit all of it on this page. That gives 3 Classes per page, or roughly 4 Pages for the Core 11 Classes.

I know some classes are more complex then others (Monk > Fighter) but on this example page there is Barbarian, Bard and Cleric. Which are all "decently" complex with Bard being one of the top complex classes.

One other thing I still have to do is organize it a bit better, but that will come once I have all the class abilities trimmed.
 

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If anyone happens to know how to make sections breaks in Word, please let me know. I have a way to do it, but there MUST be an easier way.

Actually found it, I'm an idiot :)
 
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Made a page for thse stuff, as to keep the bandwidth eaten up by posting/reposting the files as they get updated to a minimum. (The .doc version is up to 1.380mb, the pdf is half a meg).

Which means, I would like what people want their part of the OGL Section 15 to look like. You can just email it to me if you like or post it here.

By the looks of it I need one for green slime, and jmucchiello.

http://www.rangoric.org
 
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