Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
I've Finalized My House Rules!
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="airwalkrr" data-source="post: 3302437" data-attributes="member: 12460"><p>I did it primarily as a way to encourage players to play the game using the core rules, while still allowing them enough flexibility to try new things. I got the idea for the mechanic from the Eberron: Mark of Heroes campaign which lets you spend action points to gain access to new rules features via campaign cards. In most cases, the campaign cards give you more abilities to choose from, but my system has the added flexibility of letting you choose anything you want instead of being limited to only those items on the card. Eberron also lets you choose a non-core ability each level from a specific list, but I decided that would be too much. Eberron is more high-magic than Greyhawk. I would run things a bit differently (more leniently) if I were to run an Eberron campaign.</p><p></p><p>My chief interest is preserving the flavor of D&D and Greyhawk. D&D is about fighters, rogues, clerics, and wizards exploring dungeons, fighting bad guys, and taking their stuff, and like it or not, it is the base classes in the PH that normally fill these roles best. A warlock may be a decent blaster, but he is a poor substitute for a mage and does not have the ability to take hits like a fighter. Some classes approximate the role of PH classes more than others, such as the scout (which fills the rogue's role nicely, almost better than the rogue!), but on the whole, the alternate base classes are more specialized variants of the classic D&D archetypes with a narrower focus. We once ran the Shackled City campaign with a favored soul, a warmage, a rogue/temple raider, and a bard/avenging angel. The favored soul and warmage were the biggest drag on the party. Countless times we found ourselves saying "if only the favored soul was a cleric so she could cast X" or "if only the warmage was a wizard so he could cast Y." We never finished the campaign partly because it became excruciatingly difficult without these roles being suitably filled. Combat was manageable, but puzzle-solving, investigation, and travel were all difficult pursuits of herculean proportions.</p><p></p><p></p><p></p><p>As I said, it was to encourage players who use the core rules. Traditionally, I have not incorporated action points into my campaigns so having them is a bonus which you reap more benefits from if you stick to the core rules. I have before put limitations on using classes, feats, etc. from outside the core rules such as lower ability scores, flaws, and so on. But I decided that positive reinforcement for those who choose to use the core rules would be preferable, and this system accomplishes that.</p><p></p><p>Obviously, some parts of non-core rules are better than others. A swashbuckler certainly is not going to disrupt my game from a balance concern. And after all, you can play a swashbuckler archetype easily with many character classes. Bards and rogues do it best. Barbarians, fighters, and rangers do it well to a lesser degree. So if you want to play the swashbuckler class, chances are you want to do so for a specific reason, one which is not available in the core rules. That is fine, but it usually means using a trick that the core rules do not assume player characters have. Rather than try to balance minutiae, I decided a flat AP cost on non-core stuff was a good way to simply encourage core stuff.</p><p></p><p></p><p></p><p>Whirlwind attack states that any opponents <em>within reach</em> can be subject to your attack so the spiked chain would still allow you to attack opponents both 5 and 10 ft away.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3302437, member: 12460"] I did it primarily as a way to encourage players to play the game using the core rules, while still allowing them enough flexibility to try new things. I got the idea for the mechanic from the Eberron: Mark of Heroes campaign which lets you spend action points to gain access to new rules features via campaign cards. In most cases, the campaign cards give you more abilities to choose from, but my system has the added flexibility of letting you choose anything you want instead of being limited to only those items on the card. Eberron also lets you choose a non-core ability each level from a specific list, but I decided that would be too much. Eberron is more high-magic than Greyhawk. I would run things a bit differently (more leniently) if I were to run an Eberron campaign. My chief interest is preserving the flavor of D&D and Greyhawk. D&D is about fighters, rogues, clerics, and wizards exploring dungeons, fighting bad guys, and taking their stuff, and like it or not, it is the base classes in the PH that normally fill these roles best. A warlock may be a decent blaster, but he is a poor substitute for a mage and does not have the ability to take hits like a fighter. Some classes approximate the role of PH classes more than others, such as the scout (which fills the rogue's role nicely, almost better than the rogue!), but on the whole, the alternate base classes are more specialized variants of the classic D&D archetypes with a narrower focus. We once ran the Shackled City campaign with a favored soul, a warmage, a rogue/temple raider, and a bard/avenging angel. The favored soul and warmage were the biggest drag on the party. Countless times we found ourselves saying "if only the favored soul was a cleric so she could cast X" or "if only the warmage was a wizard so he could cast Y." We never finished the campaign partly because it became excruciatingly difficult without these roles being suitably filled. Combat was manageable, but puzzle-solving, investigation, and travel were all difficult pursuits of herculean proportions. As I said, it was to encourage players who use the core rules. Traditionally, I have not incorporated action points into my campaigns so having them is a bonus which you reap more benefits from if you stick to the core rules. I have before put limitations on using classes, feats, etc. from outside the core rules such as lower ability scores, flaws, and so on. But I decided that positive reinforcement for those who choose to use the core rules would be preferable, and this system accomplishes that. Obviously, some parts of non-core rules are better than others. A swashbuckler certainly is not going to disrupt my game from a balance concern. And after all, you can play a swashbuckler archetype easily with many character classes. Bards and rogues do it best. Barbarians, fighters, and rangers do it well to a lesser degree. So if you want to play the swashbuckler class, chances are you want to do so for a specific reason, one which is not available in the core rules. That is fine, but it usually means using a trick that the core rules do not assume player characters have. Rather than try to balance minutiae, I decided a flat AP cost on non-core stuff was a good way to simply encourage core stuff. Whirlwind attack states that any opponents [I]within reach[/I] can be subject to your attack so the spiked chain would still allow you to attack opponents both 5 and 10 ft away. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
I've Finalized My House Rules!
Top