1. Your Best Wild 3.x Collage
3.0, 3.5, and PF1 are
one game; 4e and PF2 are the point at which they diverge. This is important.
- 3.0 and 3.5 classes/races get some extra benefits to keep up with Pathfinder classes/races; PF classes are simplified and lose a lot of ribbons. Complete classes and APG/ACG classes are wide open.
- No Fighter class; replace with Fighter Archetypes + Prestige Archetypes. Other +1 BAB classes and some3/4 BAB classes gain access to Fighter's Weapon Training and Armor Training, mostly for access to their Advanced versions.
- All classes are Martial Initiators based on their martial combat (plus) and spellcasting/supernatural (minus) abilities.
- Ki and psionics are finessed into a sort of underlying proto-magic; ki psionics and martial initiation replace cantrips/orisons. Characters who take mind blade feats can take blade skills.
- No Rogue class, as above. Skill-based classes and classes that get sneak attackget access to Rogue/Vigilante Talents and Ninja Tricks.
- The Assassin class combines the 3.5 Assassin with the PF Assassin.
- No Druid, Cleric or Wizard; no class gets 9th level spells and full access to Sor/Wiz or Clr/Orl lists.
- Other major (medium and full) spellcasters get more options for cherry-picking spells off of other lists.
- Prepared casters use Arcanist preparation, and spells learned from feats or class features are always prepared. Spellcasting/caster level works similarly to 5e, with "caster level" being based on the spell slot used to cast the spell.
- The Shaman class is a hybrid class between the OA Shaman and the ACG Shaman, and uses the D&D version of turn undead. It learns and casts spells as an Oracle, using the combined spell list of both Shaman classes, and may select its Domains from any available to the Cleric.
- Shugenja replace their Order spells with Oracle Mysteries/Revelations (preferred element + 1) and gain the magical senses (only) of the Void Disciple PrC. Their prohibited element is "Pathfinder prohibited", learned normally but costing two spell slots to cast.
- Sorcerer is a cross between Battle Sorcerer and Bloodline Disciple (applied to the PF Sorcerer) with aggressively nerfed spell lists based on bloodline bonus spells.
- Wu Jen can specialize in any of the Pathfinder elemental arcane schools and add all of those spells to its class spell list; they get the same benefit as a PF Wizard specializing in the same school.
- Occult Adventures is in, on the same level of Oriental Adventures/Rokugan Campaign Setting as being a "core rulebook". Kineticst badly needs simplified if I'm going to a run a game with it, but I really want it to be included.
- Multiclassing is a cross between Tipsy Tabby and Variant Multiclassing. Racial Favored Classes are more limited, maybe 4-5 classes per race, but get PF-style Favored Class Bonuses.
- Prestige Classes replaced with Prestige Archetypes a la Purple Duck.
- Conflated/condensed feat lists with level scaling; partially to streamline player options, partially to make up for the loss of most bonus feats.
- Grouped Skills plus Skill Unlocks.
Setting? I'm not ready to let go of my Rokugan + Spelljammer bit yet.
Shadow of the Spider Moon,
Rokugan Campaign Setting, probably sprinkle in more than a little bit of Eberron, and lean heavily on lizardfolk, goblinoids, Kreen, and Gith as major races. Androids and Warforged/Forgeborn both exist, and have a weird unexplained antipathy for each other; Golarion's
Distant Worlds and
Dragon Empires races are all established as minor races/uncommon races.
I
really hope that all of that explains the kind of vibe/feel and play experience I'm going for, because I'll be damned I can explain it any better.
2. For a New GM
I don't know if I
could do this. Dropping the entire 3.5 SRD or d20PFSRD.com on a newbie GM to save money is both
cheating and quite possibly
sabotaging the point of the experiment. And unless someone is already thoroughly experienced with and nostalgic for 3.X/PF1, I'm not sure I'd actually recommend they learn. (Not that nostalgia is the only reason to play learn/play that game, but just there's so many other games I'd recommend for a new player/umpire to experience
first.)
Time I spent rewriting it for a new umpire, I could spend writing up a whole new game I like better.
But I'd start with the simplifications above–
Elephant in the Room, Grouped Skills, 5e spellcasting–limited selection of classes and disciplines. Knight, Marksman, Berserker, Slayer, Swashbuckler, Witch, Sorcerer (evoker), Mystic.
So my rules implement this by getting rid of prestige classes and typically turning prestige class abilities that have no other source into feats if that ability seems reasonable.
Real big fan of the way Purple Duck just combines the route for getting into a PrC with the PrC itself to turn it into a base class. The "prestige" is being 6th level in the first place.
Additionally, there are very low minimum requirements to get into a class - for example you have to have at least 9 strength to be a fighter - inspired by 1e AD&D. Also inspired somewhat by 1e AD&D, the more classes you have the higher the requirements are. Each prerequisite ability score increases by 2 for each class beyond the first. If you want to be a Fighter/Rogue, well you need at least 11's in both STR and DEX.
Oh, that's
brilliant. I'll have to remember that.