How would you do 3.5e in 160 pages?

  • Thread starter Thread starter Ry
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Ugh, bloated writing.

Just to show you what we're working with here, here's the full page of synergy bonuses:

Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks made to find secret doors or hidden compartments.
If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
If you have 5 or more ranks in Knowledge (history), you get a +2 bonus on bardic knowledge checks.
If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.
If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks made in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, or plains).
If you have 5 or more ranks in Knowledge (nobility and royalty), you get a +2 bonus on Diplomacy checks.
If you have 5 or more ranks in Knowledge (religion), you get a +2 bonus on turning checks against undead.
If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.
If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.
If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.
Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Balance checks.
Synergy: If you have 5 ranks in any Craft skill, you gain a +2 bonus on Appraise checks related to items made with that Craft skill.
Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Diplomacy, Intimidate, and Sleight of Hand checks, as well as on Disguise checks made when you know you’re being observed and you try to act in character.
Synergy: If you have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.
Synergy: If you have 5 ranks in a Craft skill, you get a +2 bonus on Appraise checks related to items made with that Craft skill.
Synergy: If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks involving scrolls.
Synergy: If you have 5 or more ranks in Bluff, Knowledge (nobility and royalty), or Sense Motive, you get a +2 bonus on Diplomacy checks.
Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Disguise checks when you know that you’re being observed and you try to act in character.
Synergy: If you have 5 or more ranks in Escape Artist, you get a +2 bonus on Use Rope checks to bind someone.
If you have 5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope bonds.
Synergy: If you have 5 or more ranks in Knowledge (local), you get a +2 bonus on Gather Information checks.
Synergy: If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks and wild empathy checks.
Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Jump checks.
If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks.
Synergy: If you have 5 or more ranks in Handle Animal, you get a +2 bonus on Ride checks.
Synergy: If you have 5 or more ranks in Search, you get a +2 bonus on Survival checks to find or follow tracks.
If you have 5 or more ranks in Knowledge (architecture and engineering), you get a +2 bonus on Search checks to find secret doors or hidden compartments.
Synergy: If you have 5 or more ranks in Sense Motive, you get a +2 bonus on Diplomacy checks.
Synergy: If you have 5 or more ranks in Bluff, you get a +2 bonus on Sleight of Hand checks.
Synergy: If you have 5 or more ranks in Knowledge (arcana), you get a +2 bonus on Spellcraft checks.
If you have 5 or more ranks in Use Magic Device, you get a +2 bonus on Spellcraft checks to decipher spells on scrolls.
If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.
Synergy: If you have 5 or more ranks in Survival, you get a +2 bonus on Knowledge (nature) checks.
If you have 5 or more ranks in Knowledge (dungeoneering), you get a +2 bonus on Survival checks made while underground.
If you have 5 or more ranks in Knowledge (nature), you get a +2 bonus on Survival checks in aboveground natural environments (aquatic, desert, forest, hill, marsh, mountains, and plains).
If you have 5 or more ranks in Knowledge (geography), you get a +2 bonus on Survival checks made to keep from getting lost or to avoid natural hazards.
If you have 5 or more ranks in Knowledge (the planes), you get a +2 bonus on Survival checks made while on other planes.
If you have 5 or more ranks in Search, you get a +2 bonus on Survival checks to find or follow tracks.
Synergy: If you have 5 or more ranks in Tumble, you get a +2 bonus on Balance and Jump checks.
If you have 5 or more ranks in Jump, you get a +2 bonus on Tumble checks.
Synergy: If you have 5 or more ranks in Spellcraft, you get a +2 bonus on Use Magic Device checks related to scrolls.
If you have 5 or more ranks in Decipher Script, you get a +2 bonus on Use Magic Device checks related to scrolls.
If you have 5 or more ranks in Use Magic Device, you get a +2 bonus to Spellcraft checks made to decipher spells on scrolls.
Synergy: If you have 5 or more ranks in Use Rope, you get a +2 bonus on Climb checks made to climb a rope, a knotted rope, or a rope-and-wall combination.
If you have 5 or more ranks in Use Rope, you get a +2 bonus on Escape Artist checks when escaping from rope bonds.
If you have 5 or more ranks in Escape Artist, you get a +2 bonus on checks made to bind someone.
 

That drops down beautifully.

Synergy: In order to get synergy, you have to have 5+ ranks in the skill. A Synergy grants a +2 bonus on rolls involving something else.
Knowledge (Arcana): Spellcraft
Knowledge (Architecture and Engineering): Seach Checks to find secret doors and hidden compartments.
Knowledge (geography): Survival checks made to keep from getting lost or to avoid natural hazards.
Knowledge (history): Bardic knowledge.
Knowledge (local): Gather Information in that local.
Knowledge (nature): Survival checks made in aboveground natural environments.
Knowledge (nobility and royalty): Diplomacy.
Knowledge (religion): Turning checks against undead.
Knowledge (the planes): Survival checks made while on other planes.
Knowledge (dungeoneering): Survival checks made while underground.
Survival: Knowledge (nature)
Tumble: Balance and Jump
Any Craft skill: Appraise checks related to items made with that Craft skill.
Bluff: Diplomacy, Intimidate, and Sleight of Hand checks, as well as on Disguise checks made when you know you’re being observed and you try to act in character.
Use Rope: Climb checks made to climb using a rope.
Decipher Script: Use Magic Device checks involving scrolls.
Sense Motive: Diplomacy checks.
Escape Artist: Use Rope checks to bind someone.
Use Rope: Escape Artist checks when escaping from rope bonds.
Handle Animal: Ride checks and Wild Empathy checks.
Jump: Tumble
Search: Survival checks to find or follow tracks.
Use Magic Device: Spellcraft checks to decipher spells on scrolls.
Spellcraft: Use Magic Device checks related to scrolls.
 


greenslime: Because that's what the Rules Compendium is? It's arbitrary but it's nice to have a point of reference to agree on.
 

Something to keep in mind...

d20 Modern had a full set of rules, classes, prestige (or advanced, I can't remember) classes, feats, skill descriptions, rules, several campaign options, and a big chunk of monsters! All in one book!
 

RE synegry bonuses provide a paragraph that says somehting like-
five or more ranks in a skill provide a +2 synergy bonus to resolving a related skill. some examples include: Sense Motive provieds a synergy bonus to Diplomacy checks and Escape Artist provides a synergy bonus to Use Rope checks to bind someone.
 

I'm working on something similar, my goal is an introductionary set in the style of the old red box. 4 booklets, 1 for the Player (32-64 pages), 1 for the GM (32-64 pages), 1 for the Monsters (32-64 pages), and 1 introductionary adventure (32 pages). I want full 3.5 compatibility, it also needs to be a standalone product, written for the beginning (first time) RPGer, and visually appealing. Sofar i've reduced it to four races, four classes, four levels and reduced complexity (no multiclassing, no prestige classes, no synergy bonuses). It's still going to be a very hard fit, but i want to keep things like skills and AoOs. Making a document that has everything that has been cut is still a lot of work, and i still need to make a lot of choices (such as which 1st and 2nd level spells will be cut). I don't really want to rewrite rules, but some might benefit from some reworking that's still compatible with the material that's out there (the grapple rules come to mind), i might leave them out enterily.

The idea is to give players/GMs small chunks at one time, let them get familiar with it and then release an expansion on it, that might be in the form of additional levels, new races, new classes, new rules (mass combat, empire building, ship combat, etc.). Making the game easily digestable, easily accessable, creating a lower threshold for new (or old) players/GMs to enter the hobby. I hope to eventually produce a full color (in print) introductionary players guide (32-64 pages) in the price range of $5-$10, with the right funding, it might even be free (hey, i can dream! ;-)
 
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Perhaps one way of saving space would be to make all the humanoid and demihuman races into templates? And simplify them.

You want to be a halfling? OK you're size S, -2 Str, and Lightning Reflexes. An elf? Just take -2 Con and Iron Will. Etc.
 

Frostmarrow said:
In that case we should cut out less popular spells. Put in Magic Missile, Cure Light and Fireball but not Shillelagh and Glitterdust.
Our group probably used glitterdust more than fireball.
 

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