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[Kulan] Combining AU/AE with D&D v.3.5: I'd like some suggestions
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<blockquote data-quote="Baron Opal" data-source="post: 4856475" data-attributes="member: 10433"><p>I ran an AE game that allowed the rogue as well.</p><p></p><p>Class-wise:</p><p></p><p>Witches are great as a concept but didn't really come together for us. Their witchery powers didn't come often enough and were not usable enough for it to compete with the other magical classes. We decided that witchery powers had to come every 3 levels instead of 5, and that there needed to be 10 witchery manifestations for each theme. We felt warlocks did the power theme better.</p><p></p><p>Our greenbond became really irritated that the magister and runethane could cast every healing spell she could. Given that we had a table of 6-8 characters rather than 3-4, her bonus 3 heals were not very special.</p><p></p><p>Runethanes rock. <em>Do not</em> give them time to plan. They will destroy the party, NPCs, what ever balanced threat they come across. What I liked best about the runethanes is that they could hold their own if they got jumped but the player was well rewarded for execising forethought.</p><p></p><p>Magisters are just cool. They are very flexible with their magic in the AE ruleset. Where as runethanes reward forethought, magisters reward clever improvisation.</p><p></p><p>Mageblades are simply the best expression of a fighter/magic-user in a single class in 3.X. Period. You don't fight as well as the warmain or cast spells as well as the magister but you never feel second-best.</p><p></p><p>Oathsworn are monks that work in a non-Oriental game.</p><p></p><p>Warmain and unfettered work well too. The fighter was split in half, and rather than trying to be a class that could encompass any fighting style the warmain does tanks well and the unfettered does swashbucklers well. </p><p></p><p>The akashic is just a cool concept and is tailor-made to give the DM an outlet for adventure hooks and obscure information that the party would otherwise never get. It does suck, however, when you tell the party that they have 3 months of downtime and the akashic player hits you with 360 questions about the BBEG.</p><p></p><p>The main criticism I heard of the class list is that there were no "gutter-rats", no real rogues in the game.</p><p></p><p>Must dash.</p></blockquote><p></p>
[QUOTE="Baron Opal, post: 4856475, member: 10433"] I ran an AE game that allowed the rogue as well. Class-wise: Witches are great as a concept but didn't really come together for us. Their witchery powers didn't come often enough and were not usable enough for it to compete with the other magical classes. We decided that witchery powers had to come every 3 levels instead of 5, and that there needed to be 10 witchery manifestations for each theme. We felt warlocks did the power theme better. Our greenbond became really irritated that the magister and runethane could cast every healing spell she could. Given that we had a table of 6-8 characters rather than 3-4, her bonus 3 heals were not very special. Runethanes rock. [i]Do not[/i] give them time to plan. They will destroy the party, NPCs, what ever balanced threat they come across. What I liked best about the runethanes is that they could hold their own if they got jumped but the player was well rewarded for execising forethought. Magisters are just cool. They are very flexible with their magic in the AE ruleset. Where as runethanes reward forethought, magisters reward clever improvisation. Mageblades are simply the best expression of a fighter/magic-user in a single class in 3.X. Period. You don't fight as well as the warmain or cast spells as well as the magister but you never feel second-best. Oathsworn are monks that work in a non-Oriental game. Warmain and unfettered work well too. The fighter was split in half, and rather than trying to be a class that could encompass any fighting style the warmain does tanks well and the unfettered does swashbucklers well. The akashic is just a cool concept and is tailor-made to give the DM an outlet for adventure hooks and obscure information that the party would otherwise never get. It does suck, however, when you tell the party that they have 3 months of downtime and the akashic player hits you with 360 questions about the BBEG. The main criticism I heard of the class list is that there were no "gutter-rats", no real rogues in the game. Must dash. [/QUOTE]
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[Kulan] Combining AU/AE with D&D v.3.5: I'd like some suggestions
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