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"Just the Good Stuff" 3.x Ruleset Deckbuilding
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<blockquote data-quote="Celebrim" data-source="post: 9878904" data-attributes="member: 4937"><p>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.</p><p></p><p>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. That's trivial, but very quickly isn't trivial if you tried to stack more than three classes each with their own requirements. Essentially I'm forcing MAD as a balancing mechanism, while putting a soft cap on how many classes you can take. Between that and enforcing/keeping the 3e rule that you take an XP penalty for certain types of dips, typically this means less multiclassing. It's really the PRC that is the problem, because most of the PrCs are front loaded, typically more than one feat equivalent ability per level, and as the number of PrCs increased typically you had a situation where multiple front loaded classes existed to cover the same concept leading to the ability to stack (unnecessarily) multiple abilities that covered the same concept ("I'm better at X than normal"). That's just braindead levels of design IMO, and as I started to trim down the PrCs to those that I felt needed I soon realized the only PrCs that were needed were those that covered gaps in the multiclassing rules where by the RAW multiclassing as a spellcaster would otherwise always be bad. That became a feat tree that taxes those sorts of multiclassing, while still enabling and encouraging it (because it is a powerful and interesting thing to do). Thus, no PrCs ended up making the cut.</p><p></p><p>I end up in a situation where I can cover more concepts than all of 3.5e put together with like one 20th of the rules and without the stacking problem of multiple mechanics improving the same area that breaks 3.5e balance all to pieces. Granted, if your idea of a character concept is a meta concept, that is, "My character can use this mechanic to interact with this other mechanic" then I can't cover that and don't want to, because frankly if that is what you think a character concept is, then you don't know how to RP and I don't want you at my table. But if your character concept is "I was raised by wolves" or "I am really good at fire magic" or "I'm a paladin of the god of thieves" or something like that, you get supported in a way that doesn't steal spotlight but let's you shine and feel unique(ish).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9878904, member: 4937"] 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. 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. That's trivial, but very quickly isn't trivial if you tried to stack more than three classes each with their own requirements. Essentially I'm forcing MAD as a balancing mechanism, while putting a soft cap on how many classes you can take. Between that and enforcing/keeping the 3e rule that you take an XP penalty for certain types of dips, typically this means less multiclassing. It's really the PRC that is the problem, because most of the PrCs are front loaded, typically more than one feat equivalent ability per level, and as the number of PrCs increased typically you had a situation where multiple front loaded classes existed to cover the same concept leading to the ability to stack (unnecessarily) multiple abilities that covered the same concept ("I'm better at X than normal"). That's just braindead levels of design IMO, and as I started to trim down the PrCs to those that I felt needed I soon realized the only PrCs that were needed were those that covered gaps in the multiclassing rules where by the RAW multiclassing as a spellcaster would otherwise always be bad. That became a feat tree that taxes those sorts of multiclassing, while still enabling and encouraging it (because it is a powerful and interesting thing to do). Thus, no PrCs ended up making the cut. I end up in a situation where I can cover more concepts than all of 3.5e put together with like one 20th of the rules and without the stacking problem of multiple mechanics improving the same area that breaks 3.5e balance all to pieces. Granted, if your idea of a character concept is a meta concept, that is, "My character can use this mechanic to interact with this other mechanic" then I can't cover that and don't want to, because frankly if that is what you think a character concept is, then you don't know how to RP and I don't want you at my table. But if your character concept is "I was raised by wolves" or "I am really good at fire magic" or "I'm a paladin of the god of thieves" or something like that, you get supported in a way that doesn't steal spotlight but let's you shine and feel unique(ish). [/QUOTE]
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