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<blockquote data-quote="Greg K" data-source="post: 6133714" data-attributes="member: 5038"><p>Blackwarder,</p><p>Looking at the 3e DMGs (especially, the 3.0 DMG) and all of the third party products, I am confused when people say 3e did not have a lot of support and advice for house ruling/tailoring the game.</p><p> </p><p>DMG:</p><p>1. The DMG tells the DM that he or she is in charge of what rules are included, how close to stick to the rules and that they can change the rules (In addition, the 3.0 PHB tells players a) to check with their DMs, because rules in the PHB may be changed and b) the DM can restrict player choices for campaign reasons (see: the skill sidebar))</p><p>2. It provides numerous optional rules and rules variants.</p><p>3. It gives examples of altering classes</p><p>4. It discusses tailoring spell lists to deity, wizard school, etc.</p><p></p><p>Then there are supplements</p><p>1. Unearthed Arcana: this is all optional rules and rules variants. Changes to races, numerous class variants, variant class abilties, alternate damage systems, alternate spell casting systems, weapon groupos, and more.</p><p>2. Cityscape Web Enhancement 1: urban/wilderness class skill swaps for barbarians, bards, rangers, rogues, etc. as well as alternate class features for many classes</p><p>3. PHB2: Alternate class features</p><p>4. Complete Warrior: Class variants: Non spell casting Paladins and Rangers</p><p>5. Complete Champion: Class variants: Non spell casting Paladins and Rangers (in my opinion, done right and based upon a common internet house rule from the early days of 3e in which spells are replaced by bonus feats).</p><p>6. alternate mechanics: Tome of Battle, Psionics Handbooks, Magic of Incarnum, Tome of Magic (personally, I was not a fan of these and, in the case of the first two, I preferred 3rd party offerings that attempted to introduce more interesting combat options and mental powers. However, many people liked them and they introduced new mechanics that could be used to add or replace aspects of the game).</p><p>7. Environmental Books: Frostburn, Sandstorm, Stormwrack </p><p></p><p>Third party supplements: Some examples:</p><p>1)Fewer Absolutes (Sean K Reynolds): the first two of what was supposed to be three web articles. It contains some rules changes- removing trained from many skills, changing certain race and class immunities to +10 save bonuses, changing certain utiitiy spells from absolute to requiring a check.</p><p>2. Trailblazer (Bad Axe Games): rules alterations</p><p>3. Book of Experimental Might (Malhavoc): rules options and alterations</p><p>4. Book of Iron Might (Malhavoc): free form on the fly maneuver system and other combat variant rules (e.g. fighter fighting styles and using BAB in place of certain skills in combat (e.g., resisting Bluff in combat).</p><p>5. Artificer's Handbook (Mystic Eye Games): alternate magic item creation rules</p><p>6. Poisoncraft (Blue Devil Games): alternate poison rules</p><p>7) The Book of the Righteous (Green Ronin): guidelines for building pantheons, deity specific clerics and paladins. Also includes a pre-built pantheon for those that want a different pantheon or just an example of building an interesting one with a lot of flavor</p><p>8). Books on new classes and good examination of the topics (e.g. The Psychic Handbook, Shaman's Handbook, Witch's Handbook from Green Ronin are three of my favorites)</p><p>9) Books on Planes and Environments: Beyond Countless Doorways (Malhavoc), Frost and Fur (Monkey God), Wilds (AEG), Wildscape (Fantasy Flight Games)</p><p></p><p>There was so much out there for tailoring the game and the above is such a sample.</p></blockquote><p></p>
[QUOTE="Greg K, post: 6133714, member: 5038"] Blackwarder, Looking at the 3e DMGs (especially, the 3.0 DMG) and all of the third party products, I am confused when people say 3e did not have a lot of support and advice for house ruling/tailoring the game. DMG: 1. The DMG tells the DM that he or she is in charge of what rules are included, how close to stick to the rules and that they can change the rules (In addition, the 3.0 PHB tells players a) to check with their DMs, because rules in the PHB may be changed and b) the DM can restrict player choices for campaign reasons (see: the skill sidebar)) 2. It provides numerous optional rules and rules variants. 3. It gives examples of altering classes 4. It discusses tailoring spell lists to deity, wizard school, etc. Then there are supplements 1. Unearthed Arcana: this is all optional rules and rules variants. Changes to races, numerous class variants, variant class abilties, alternate damage systems, alternate spell casting systems, weapon groupos, and more. 2. Cityscape Web Enhancement 1: urban/wilderness class skill swaps for barbarians, bards, rangers, rogues, etc. as well as alternate class features for many classes 3. PHB2: Alternate class features 4. Complete Warrior: Class variants: Non spell casting Paladins and Rangers 5. Complete Champion: Class variants: Non spell casting Paladins and Rangers (in my opinion, done right and based upon a common internet house rule from the early days of 3e in which spells are replaced by bonus feats). 6. alternate mechanics: Tome of Battle, Psionics Handbooks, Magic of Incarnum, Tome of Magic (personally, I was not a fan of these and, in the case of the first two, I preferred 3rd party offerings that attempted to introduce more interesting combat options and mental powers. However, many people liked them and they introduced new mechanics that could be used to add or replace aspects of the game). 7. Environmental Books: Frostburn, Sandstorm, Stormwrack Third party supplements: Some examples: 1)Fewer Absolutes (Sean K Reynolds): the first two of what was supposed to be three web articles. It contains some rules changes- removing trained from many skills, changing certain race and class immunities to +10 save bonuses, changing certain utiitiy spells from absolute to requiring a check. 2. Trailblazer (Bad Axe Games): rules alterations 3. Book of Experimental Might (Malhavoc): rules options and alterations 4. Book of Iron Might (Malhavoc): free form on the fly maneuver system and other combat variant rules (e.g. fighter fighting styles and using BAB in place of certain skills in combat (e.g., resisting Bluff in combat). 5. Artificer's Handbook (Mystic Eye Games): alternate magic item creation rules 6. Poisoncraft (Blue Devil Games): alternate poison rules 7) The Book of the Righteous (Green Ronin): guidelines for building pantheons, deity specific clerics and paladins. Also includes a pre-built pantheon for those that want a different pantheon or just an example of building an interesting one with a lot of flavor 8). Books on new classes and good examination of the topics (e.g. The Psychic Handbook, Shaman's Handbook, Witch's Handbook from Green Ronin are three of my favorites) 9) Books on Planes and Environments: Beyond Countless Doorways (Malhavoc), Frost and Fur (Monkey God), Wilds (AEG), Wildscape (Fantasy Flight Games) There was so much out there for tailoring the game and the above is such a sample. [/QUOTE]
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