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"Just the Good Stuff" 3.x Ruleset Deckbuilding
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<blockquote data-quote="Celebrim" data-source="post: 9878888" data-attributes="member: 4937"><p>I have a 600 page house rules document that is a fork of 3.0e that I call 3.25e or 3e AD&D that reworks a ton of the base game to fix balance issues, deal with problems that the designers tried to kludge into the PrC concept without using PrCs, and generally be a crunchier game that is harder to break out of the box and plays well for a longer time and in more situations.</p><p></p><p>And that's just the "Player's Handbook". I have a road map to a complete new edition of a professional scale that I'd probably never finish in my lifetime. </p><p></p><p>I can point to somethings that people could port in more or less wholesale:</p><p></p><p>a) The chase subsystem from "Hot Pursuit" <a href="https://www.drivethrurpg.com/en/product/18966/hot-pursuit-the-definitive-d20-guide-to-chases?products_id=18966" target="_blank">https://www.drivethrurpg.com/en/product/18966/hot-pursuit-the-definitive-d20-guide-to-chases?products_id=18966</a></p><p>b) The fear, madness, and horror subsystem from S&'s Ravenloft source book <a href="https://www.drivethrurpg.com/en/product/2478/ravenloft-3-0" target="_blank">https://www.drivethrurpg.com/en/product/2478/ravenloft-3-0</a></p><p>c) The bits and pieces I have posted on EnWorld if you search for "playing like Celebrim". I've also mentioned major revisions as well like spells not adding their spell level to the DC of the save as well that just plays so well.</p><p>d) The Shaman class from Green Ronin's 'Shaman's Handbook' <a href="https://www.drivethrurpg.com/en/product/515890/shaman-s-handbook" target="_blank">https://www.drivethrurpg.com/en/product/515890/shaman-s-handbook</a>. </p><p></p><p>My own rules rework the class substantially in order to completely deprecate the Druid, essentially porting any spell from the druid list that isn't part of some other class over to the Shaman and turning things like Wildshape into a spell. But the class is fairly solid as is, needing only a tweak on having an ethereal familiar if your game world uses the stock ethereal plane because that would be OP if your ethereal plane just allowed you to pass through walls. </p><p></p><p>I personally use the Ethereal Plane from the Classic Play Book of the Planes: <a href="https://www.drivethrurpg.com/en/product/1673/the-book-of-the-planes" target="_blank">https://www.drivethrurpg.com/en/product/1673/the-book-of-the-planes</a> because in that conception of the plane things that are solid in the real world tend to be solid in the ethereal as well and you can't generally use the ethereal to easily bypass walls and the like (though you often can use it to move through a door). See the description of the plane in that book for why.</p><p></p><p>e) Deprecate the Paladin in favor of either my Champion (from 'c') or the Green Ronin Holy Warrior from their Book of the Righteous. <a href="https://www.drivethrurpg.com/en/product/20694/book-of-the-righteous" target="_blank">https://www.drivethrurpg.com/en/product/20694/book-of-the-righteous</a></p><p></p><p>The GR Champion is not flexible and not balanced, but I stole the ideas from it to make my flexible version that isn't tied to a particular mythology. It is IMO the best class I've ever made, and it makes the WotC Paladin look immature from a design perspective. No cap, as they say these days.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9878888, member: 4937"] I have a 600 page house rules document that is a fork of 3.0e that I call 3.25e or 3e AD&D that reworks a ton of the base game to fix balance issues, deal with problems that the designers tried to kludge into the PrC concept without using PrCs, and generally be a crunchier game that is harder to break out of the box and plays well for a longer time and in more situations. And that's just the "Player's Handbook". I have a road map to a complete new edition of a professional scale that I'd probably never finish in my lifetime. I can point to somethings that people could port in more or less wholesale: a) The chase subsystem from "Hot Pursuit" [URL]https://www.drivethrurpg.com/en/product/18966/hot-pursuit-the-definitive-d20-guide-to-chases?products_id=18966[/URL] b) The fear, madness, and horror subsystem from S&'s Ravenloft source book [URL]https://www.drivethrurpg.com/en/product/2478/ravenloft-3-0[/URL] c) The bits and pieces I have posted on EnWorld if you search for "playing like Celebrim". I've also mentioned major revisions as well like spells not adding their spell level to the DC of the save as well that just plays so well. d) The Shaman class from Green Ronin's 'Shaman's Handbook' [URL]https://www.drivethrurpg.com/en/product/515890/shaman-s-handbook[/URL]. My own rules rework the class substantially in order to completely deprecate the Druid, essentially porting any spell from the druid list that isn't part of some other class over to the Shaman and turning things like Wildshape into a spell. But the class is fairly solid as is, needing only a tweak on having an ethereal familiar if your game world uses the stock ethereal plane because that would be OP if your ethereal plane just allowed you to pass through walls. I personally use the Ethereal Plane from the Classic Play Book of the Planes: [URL]https://www.drivethrurpg.com/en/product/1673/the-book-of-the-planes[/URL] because in that conception of the plane things that are solid in the real world tend to be solid in the ethereal as well and you can't generally use the ethereal to easily bypass walls and the like (though you often can use it to move through a door). See the description of the plane in that book for why. e) Deprecate the Paladin in favor of either my Champion (from 'c') or the Green Ronin Holy Warrior from their Book of the Righteous. [URL]https://www.drivethrurpg.com/en/product/20694/book-of-the-righteous[/URL] The GR Champion is not flexible and not balanced, but I stole the ideas from it to make my flexible version that isn't tied to a particular mythology. It is IMO the best class I've ever made, and it makes the WotC Paladin look immature from a design perspective. No cap, as they say these days. [/QUOTE]
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