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Mixing AE and D&D - anyone want to share their house rules?
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<blockquote data-quote="ruleslawyer" data-source="post: 2638632" data-attributes="member: 1757"><p>Funny you should mention it! I'm running a D&D/AE/Iron Heroes fusion game set in the Realms. The way I'm working it is as follows:</p><p></p><p>1) Classes allowed are the IH combat classes (basically replacing the D&D combat classes), the IH thief (replacing the D&D rogue), the magister, and the "cleric" (see below). Were I NOT using IH (as in round #1 of character creation; we had the benefit of everyone going away on vacation prior to starting play, just in time for IH to hit print), I'd use the AE warmain and unfettered and the D&D rogue. I find the other AE classes a bit too bound to the setting to comfortably fold into an FR game, though I can easily see using the AE mageblade and runethane (and would allow those classes without modification if a player wanted one). </p><p></p><p>2) I'm using the AE magic system with some MAJOR modifications:</p><p></p><p>a) The magister is called the mage (to avoid confusion with the FR individual of same title). He drops HD to d4 and gains some additional abilities as follows:</p><p></p><p>(i) a substantially expanded spell selection. All D&D spells are of course replaced with their AE equivalents, but many of those for which AE has no analogue (especially the spells in FR supplements) are present in the game as simple, complex, or exotic spells, depending on the level of power and expected rarity. (For instance, most "named" spells, such as Khelben's warding whip, are Exotic.) Other spells, from Relics & Rituals, BoED, and BoVD are also represented. I can send you or post my Master Spell List if you like.</p><p></p><p>(ii) The ability to choose his focus. A magister (er, mage) does not need to use a staff. He has the option of choosing a Staff Focus (works just like AE), an Object Focus (any single "signature object" (such as, say, Elminster's pipe), but said object does not get the staff's increased hardness and hp), a Familiar Focus (the mage's familiar must be within 30 feet, and see below), or a Spellbook Focus (mage must study his spellbook for 1 hour each day). Failure to observe any of these focus requirements causes the mage to suffer the normal penalties to caster level and casting time.</p><p></p><p>(iii) A free Reactive Counterspell feat at 1st level, but no other bonus feat.</p><p></p><p>(iv) Mages can summon familiars (as normal D&D sorcerers and wizards), but only if they take the Summon Familiar feat. Mages of sufficiently high level who take the Summon Familiar feat may summon an improved familiar instead as per that feat.</p><p></p><p>b) Counterspelling works just like in D&D, including the availability of the Improved Counterspelling and Reactive Counterspelling feats.</p><p></p><p>c) Spells that allow flight, teleportation, or shapechanging (AE takes care of the latter) are substantially increased in level.</p><p></p><p>d) Where possible, I have created diminished or heightened versions of D&D spells. However, one balancing factor between some of the D&D spells I use and the AE spells I use is that many of the D&D spells do NOT have this flexibility.</p><p></p><p>e) Any positive energy spell that heals damage or removes a negative condition (including Death) is classified as a Miracle spell.</p><p></p><p>f) Several spells on the spell list are tagged with Domain descriptors and Alignment descriptors (Chaos, Evil, Good, Law).</p><p></p><p>g) There are FOUR categories of spell: Simple, Complex, Exotic, and Miracle. Miracle includes some of the heavy-hitter healing spells (inc. Restoration and Raise the Dead [lesser and greater]) and the standard "cleric" spells such as Aid, Prayer, Hallow, Commune, Forbiddance, etc.</p><p></p><p>3) There is a new cleric class! (I can also post this if you like.) It is a generic divine spellcaster designed to model the cleric and druid (sans wild shape; that is available, but only via the Animal Lord or Master of Many Forms prestige classes). It bears a suspicious resemblance to the Greenbond, and basically works as follows:</p><p></p><p>-HD d6, saves and BAB as greenbond, spells per day and spells readied as greenbond.</p><p>-Skills as greenbond, except Handle Animal is dropped and the cleric gets specific additional skills according to his choice of deity.</p><p>-Greenbond healing ability changes to Channel Energy, which works as the greenbond ability for good clerics (or neutral clerics of good deities) and as the darkbond ability for evil clerics (or neutral clerics of evil deities). </p><p>-Clerics gain access to all Simple and Miracle spells and all spells with the domain descriptors for all their patron deity's domains (with a minor exception*). </p><p>-At 5th level and every 5th level thereafter (10th, 15th, etc), a cleric may choose a granted power from among the granted powers for his deity's domains**.</p><p>-A cleric gains the Divine Gift ability, which is identical to the greenbond's Nature's Gift ability.</p><p></p><p>*If the descriptor in question is Air, Earth, Fire, or Water, then the cleric gains access only to Complex spells with that descriptor. For all other domain descriptors, the cleric gains access to all spells with that descriptor.</p><p></p><p>**The War domain can be taken multiple times. Each time it is taken past the first, the cleric gains +1 BAB and the benefits of the Improved Toughness feat.</p><p></p><p>4) All races other than human start with a level of their racial class (a/k/a "paragon" according to Unearthed Arcana). Thus, they are ECL 2 with one class level.</p><p></p><p>5) Turning is now a Divine feat. All other Divine feats that have the Extra Turning feat as a prereq have that prereq removed. Extra Turning instead becomes "Extra Channeling" and covers all uses of "channeling positive/negative energy" covered by Divine feats as normal.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 2638632, member: 1757"] Funny you should mention it! I'm running a D&D/AE/Iron Heroes fusion game set in the Realms. The way I'm working it is as follows: 1) Classes allowed are the IH combat classes (basically replacing the D&D combat classes), the IH thief (replacing the D&D rogue), the magister, and the "cleric" (see below). Were I NOT using IH (as in round #1 of character creation; we had the benefit of everyone going away on vacation prior to starting play, just in time for IH to hit print), I'd use the AE warmain and unfettered and the D&D rogue. I find the other AE classes a bit too bound to the setting to comfortably fold into an FR game, though I can easily see using the AE mageblade and runethane (and would allow those classes without modification if a player wanted one). 2) I'm using the AE magic system with some MAJOR modifications: a) The magister is called the mage (to avoid confusion with the FR individual of same title). He drops HD to d4 and gains some additional abilities as follows: (i) a substantially expanded spell selection. All D&D spells are of course replaced with their AE equivalents, but many of those for which AE has no analogue (especially the spells in FR supplements) are present in the game as simple, complex, or exotic spells, depending on the level of power and expected rarity. (For instance, most "named" spells, such as Khelben's warding whip, are Exotic.) Other spells, from Relics & Rituals, BoED, and BoVD are also represented. I can send you or post my Master Spell List if you like. (ii) The ability to choose his focus. A magister (er, mage) does not need to use a staff. He has the option of choosing a Staff Focus (works just like AE), an Object Focus (any single "signature object" (such as, say, Elminster's pipe), but said object does not get the staff's increased hardness and hp), a Familiar Focus (the mage's familiar must be within 30 feet, and see below), or a Spellbook Focus (mage must study his spellbook for 1 hour each day). Failure to observe any of these focus requirements causes the mage to suffer the normal penalties to caster level and casting time. (iii) A free Reactive Counterspell feat at 1st level, but no other bonus feat. (iv) Mages can summon familiars (as normal D&D sorcerers and wizards), but only if they take the Summon Familiar feat. Mages of sufficiently high level who take the Summon Familiar feat may summon an improved familiar instead as per that feat. b) Counterspelling works just like in D&D, including the availability of the Improved Counterspelling and Reactive Counterspelling feats. c) Spells that allow flight, teleportation, or shapechanging (AE takes care of the latter) are substantially increased in level. d) Where possible, I have created diminished or heightened versions of D&D spells. However, one balancing factor between some of the D&D spells I use and the AE spells I use is that many of the D&D spells do NOT have this flexibility. e) Any positive energy spell that heals damage or removes a negative condition (including Death) is classified as a Miracle spell. f) Several spells on the spell list are tagged with Domain descriptors and Alignment descriptors (Chaos, Evil, Good, Law). g) There are FOUR categories of spell: Simple, Complex, Exotic, and Miracle. Miracle includes some of the heavy-hitter healing spells (inc. Restoration and Raise the Dead [lesser and greater]) and the standard "cleric" spells such as Aid, Prayer, Hallow, Commune, Forbiddance, etc. 3) There is a new cleric class! (I can also post this if you like.) It is a generic divine spellcaster designed to model the cleric and druid (sans wild shape; that is available, but only via the Animal Lord or Master of Many Forms prestige classes). It bears a suspicious resemblance to the Greenbond, and basically works as follows: -HD d6, saves and BAB as greenbond, spells per day and spells readied as greenbond. -Skills as greenbond, except Handle Animal is dropped and the cleric gets specific additional skills according to his choice of deity. -Greenbond healing ability changes to Channel Energy, which works as the greenbond ability for good clerics (or neutral clerics of good deities) and as the darkbond ability for evil clerics (or neutral clerics of evil deities). -Clerics gain access to all Simple and Miracle spells and all spells with the domain descriptors for all their patron deity's domains (with a minor exception*). -At 5th level and every 5th level thereafter (10th, 15th, etc), a cleric may choose a granted power from among the granted powers for his deity's domains**. -A cleric gains the Divine Gift ability, which is identical to the greenbond's Nature's Gift ability. *If the descriptor in question is Air, Earth, Fire, or Water, then the cleric gains access only to Complex spells with that descriptor. For all other domain descriptors, the cleric gains access to all spells with that descriptor. **The War domain can be taken multiple times. Each time it is taken past the first, the cleric gains +1 BAB and the benefits of the Improved Toughness feat. 4) All races other than human start with a level of their racial class (a/k/a "paragon" according to Unearthed Arcana). Thus, they are ECL 2 with one class level. 5) Turning is now a Divine feat. All other Divine feats that have the Extra Turning feat as a prereq have that prereq removed. Extra Turning instead becomes "Extra Channeling" and covers all uses of "channeling positive/negative energy" covered by Divine feats as normal. [/QUOTE]
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