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*Pathfinder & Starfinder
Monte's 3.75? (A sequal is on its way)
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<blockquote data-quote="jasonbostwick" data-source="post: 4062108" data-attributes="member: 34924"><p>I just finished reading the BOXM, and it was very enjoyable. I'm going to start using his spell system for the last three months of my 3.5 campaign (I've been using the Grace/HP rules and 1 feat/level variant since he mentioned them in his blog).</p><p></p><p>When Monte says that the rules increase the power level of a party, he's making a bit of an understatement.</p><p>In my experience with the feat and HP changes, the power of the characters increased dramatically. I've only got two PCs in my Ptolus campaign (a rogue and an urban ranger), and I figured that with these boosts they'd end up being as effective as a standard party of four. They completely outperformed my expectations, and ended up bulldozing through encounters in modules designed for their character level. The CR system in 3.5 is built on the idea that you can slowly wear down the party with a few speedbump encounters, but with more resources this isn't an issue. </p><p></p><p>Once I got a handle on what they were capable of, I was able to redesign my encounters so that they would be a proper challenge, which entailed stripping away all of the extraneous fights with random monsters and beefing up the final encounters so that they would be huge and cinematic.</p><p></p><p></p><p>The tl;dr</p><p>The BOXM is well done and has a lot of good design philosophies in it (many mirroring 4e's), but if you want to use it in a campaign you'll have to put a lot of thought into changing how you design adventures - something the book doesn't offer much advice on.</p></blockquote><p></p>
[QUOTE="jasonbostwick, post: 4062108, member: 34924"] I just finished reading the BOXM, and it was very enjoyable. I'm going to start using his spell system for the last three months of my 3.5 campaign (I've been using the Grace/HP rules and 1 feat/level variant since he mentioned them in his blog). When Monte says that the rules increase the power level of a party, he's making a bit of an understatement. In my experience with the feat and HP changes, the power of the characters increased dramatically. I've only got two PCs in my Ptolus campaign (a rogue and an urban ranger), and I figured that with these boosts they'd end up being as effective as a standard party of four. They completely outperformed my expectations, and ended up bulldozing through encounters in modules designed for their character level. The CR system in 3.5 is built on the idea that you can slowly wear down the party with a few speedbump encounters, but with more resources this isn't an issue. Once I got a handle on what they were capable of, I was able to redesign my encounters so that they would be a proper challenge, which entailed stripping away all of the extraneous fights with random monsters and beefing up the final encounters so that they would be huge and cinematic. The tl;dr The BOXM is well done and has a lot of good design philosophies in it (many mirroring 4e's), but if you want to use it in a campaign you'll have to put a lot of thought into changing how you design adventures - something the book doesn't offer much advice on. [/QUOTE]
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Monte's 3.75? (A sequal is on its way)
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