New Rules!!! :)

Psion said:
If anyone intends to use these that is not playing the Twin Crowns settings MUST use their Spellbound book instead of the form that exists in any of their other books. The suggestions for alternative ritual components are much more campaign neutral -- and for that matter, more flavorful.

(Still, I am an R&R ritual person myself. The R&R ritual rules make metamagic feats less useless.)

Huh, I only have the CS and Broadsides, I was impressed with the epic feel of the ritual effects they have done out. I should pick up spellbound one of these days.

I like the R&R ones mechanically for manipulating metamagics, but the sample true ritual ones don't strike me as evocative as the effects from the LI ones did.
 

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DMH said:
The Enchiridion of Elided Enduements of the Expanse has the synergy class (boiled down it is xp for feats). From ST Cooley.

I explained this incorrectly (I have only had it for 2 days now).

A synergy class is like a PrC in that it has prereqs, but unlike them it has only one level. Taking the class opens up the ability to gain between 5 and 10 class features. Thing is the features are like feats- they also have prereqs. The cost of taking a synergy class and gaining the latent class features is a 5% hit on all xp gained (how long is up to the DM and player- it is either until the PC dies, retires or gains all the features).

The examples have level requirements from 5 to 9 for the SC and up to 15 for some of the most powerful features. And though the examples are for rangers, druids and fighters (and combos of those), the idea can be expanded to just about anything- wizards that gain knacks in item creation, experts that gain knowledge in related fields, clerics who gain more abilities that relate to their god, etc.
 

Wulf put his Ley line rules were free on line, last I knew:

I like these from what I can see. I would, however, make a few changes to them if they were in my game. I prefer the idea of a few permanent power lines, and making them not quite so easily connected to. Mayhaps requiring a feat to gain access to the skills. Have you used them as they stand?
 

Scribble said:
I love new optional rules.

Things that you can add into an existing game. For Instance:

...

See what I mean? Rules that probably won't make a dramatic change to the way the game is played but add a neat new element to the game...

What other new rules do you guys like?

What books are chock full of em?

Ok, you may really like Unearthed Arcana. It actually has 3 kinds of variants: character stuff (can be used alongside the core classes/races, or as a replacement), rule variations (supersede the core rule) or rule addition (add something without changing the core rules). Sounds like it's the third kind you'r looking for :) and of this type UA has at least the following:

Complex Skill Checks: breaking up several skills into more checks for a single but extended task
Character Background: not exactly "stuff for PC", it's a collection of tables to suggest character choices depending on the off-adventure activities; it can be used in different ways
Combat Facing: largely expanded rules for combat manoeuvres
Summon Monster Variants: not really a rule but just a guideline/suggestion about making themed summoning lists for specific casters
Metamagic Components: about the use of expensive ingredients to replicate metamagic improvement to spells (not a general rule but specific tables)
Spontaneous Metamagic: can be used alongside normal metamagic (although it's more convenient), it's a variant take on the whole mechanics of metamagic
Item Familiars: says it all
Incantations: some spells available to everyone through complex casting
Contacts: rules about keeping contacts for PCs besides the ones obtained from roleplaying
Reputation: about how your history and deeds affect non-combat interaction
Honor: in a way an expansion to alignment, but doesn't fit in every setting
Taint: another sort of alignment expansion with in-game effects
Sanity: says it all

Some of these such as Facing and Sanity are VERY detailed and as such they are a huge addition to the game, while others such as Contacts are very easy to drop into the current ruleset.

Then of course the whole rest of the book has other variants, although in the simple form of race/class variations, new types of character crunchy bits (traits, flaws, spelltouched feats), new ways of spending levels (legendary weapons scions, bloodlines, paragon classes) which can be easily added to normal settings; other variants are real changes e.g. to how armor works, to how damage and injury work, or to how spellcasting works.

Check out my review if you wish ;)
http://www.enworld.org/reviews/index.php?sub=yes&where=active&reviewer=Li+Shenron&product=UA
 


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