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NOT AN EDITION WARS THREAD: 1E'ing 3E
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<blockquote data-quote="AFGNCAAP" data-source="post: 3282667" data-attributes="member: 871"><p>Well, sans OSRIC, here's some ideas:</p><ul> <li data-xf-list-type="ul">Use fixed XP awards for opponents, as per the optional rules from <em>Unearthed Arcana</em>.</li> <li data-xf-list-type="ul">Though you could forbid access to certain classes by race, how about providing each race with an Unfavored Class entry? If a character of a certain race takes levels in certain class(es) or multiclasses in said class(es), they take an XP penalty?</li> <li data-xf-list-type="ul">Get rid of the special material-based/AL-based DRs for most monsters, and replace them with DR/special material or magic or DR/+X requirements.</li> <li data-xf-list-type="ul">Maybe have fixed/set bonus feats as PCs advance--all 1st level Fighters get Weapon Focus; all 4th-level Fighters get Weapon Specialization, etc.</li> <li data-xf-list-type="ul">Have fixed skill progressions: for example, all 1st-level Rogues begin with max ranks in Open Lock, Disable Device, Move Silently, Hide, Search, and Sleight of Hand, and 2 other class skills of choice, +/- bonuses from race or Int modifier. 1st-level Wizards start with max ranks in Spellcraft and 1 other skill of choice +/- Int/race bonuses; 1st-level Clerics start with max ranks in Heal and 1 other skill of choice +/- Int/race bonuses; etc.</li> <li data-xf-list-type="ul">Require multiclassed characters to advance evenly between classes (advance in 1 class 1 level, then in the other class next level, etc.). Maybe also require them to then advance into a PrC along those lines (like a wizard/cleric has to take the Mystic Theurge PrC ASAP).</li> <li data-xf-list-type="ul">Have clerics begin play with preset domains based on deity selected or alignment chosen (rather than picking & choosing domains).</li> <li data-xf-list-type="ul">Disallow wizards to become specialists: instead, use other core classes to represent specialist mages (like beguiler for illusionists, warmage for evokers, dread necromancer for necromancers, etc.). Or, OTOH, require sorcerers to be specialist mages instead (& thus unable to be generalists)--the limited number of spells known & increased spells per day seems to fit the mold.</li> <li data-xf-list-type="ul">Start assigning average Hit Points by level (as per the optional rule in the DMG) instead of rolling HP once the characters hit 10th level.</li> <li data-xf-list-type="ul">Have all PCs get the Leadership feat at 9th level, rather than choosing their feat at 9th.</li> <li data-xf-list-type="ul">Write up stats for various PCs races with levels in an NPC class.</li> <li data-xf-list-type="ul">Limit item special abilities; either a weapon has any sort of generic +X bonus, or it has a set +X bonus along with a set special ability (or set of special abilities), like a shapechanger bane weapon will always be a +1 weapon (and thus, a +3 vs. shapechangers).</li> <li data-xf-list-type="ul">Add initiative modifiers to weapons based on their category: light weapons give a +2 to initiative, one-handed weapons give a +0 to initiative, and two-handed weapons give a -2 to initiative. Purely ranged weapons only (bows, slings, crossbows, etc.) have a +0 to initiative, but the firing rates are good enough (like the standard action-shoot, move action-reload for light crossbows).</li> <li data-xf-list-type="ul">Drop the Max Dex Bonus for armor (though keep the Skill Check Penalty and ASF).</li> <li data-xf-list-type="ul">Universally switch low-light vision & darkvision to infravision (if you really want to).</li> </ul><p></p><p>I'm sure there's some other methods, but these are the ones that came to mind.</p></blockquote><p></p>
[QUOTE="AFGNCAAP, post: 3282667, member: 871"] Well, sans OSRIC, here's some ideas: [list] [*]Use fixed XP awards for opponents, as per the optional rules from [I]Unearthed Arcana[/I]. [*]Though you could forbid access to certain classes by race, how about providing each race with an Unfavored Class entry? If a character of a certain race takes levels in certain class(es) or multiclasses in said class(es), they take an XP penalty? [*]Get rid of the special material-based/AL-based DRs for most monsters, and replace them with DR/special material or magic or DR/+X requirements. [*]Maybe have fixed/set bonus feats as PCs advance--all 1st level Fighters get Weapon Focus; all 4th-level Fighters get Weapon Specialization, etc. [*]Have fixed skill progressions: for example, all 1st-level Rogues begin with max ranks in Open Lock, Disable Device, Move Silently, Hide, Search, and Sleight of Hand, and 2 other class skills of choice, +/- bonuses from race or Int modifier. 1st-level Wizards start with max ranks in Spellcraft and 1 other skill of choice +/- Int/race bonuses; 1st-level Clerics start with max ranks in Heal and 1 other skill of choice +/- Int/race bonuses; etc. [*]Require multiclassed characters to advance evenly between classes (advance in 1 class 1 level, then in the other class next level, etc.). Maybe also require them to then advance into a PrC along those lines (like a wizard/cleric has to take the Mystic Theurge PrC ASAP). [*]Have clerics begin play with preset domains based on deity selected or alignment chosen (rather than picking & choosing domains). [*]Disallow wizards to become specialists: instead, use other core classes to represent specialist mages (like beguiler for illusionists, warmage for evokers, dread necromancer for necromancers, etc.). Or, OTOH, require sorcerers to be specialist mages instead (& thus unable to be generalists)--the limited number of spells known & increased spells per day seems to fit the mold. [*]Start assigning average Hit Points by level (as per the optional rule in the DMG) instead of rolling HP once the characters hit 10th level. [*]Have all PCs get the Leadership feat at 9th level, rather than choosing their feat at 9th. [*]Write up stats for various PCs races with levels in an NPC class. [*]Limit item special abilities; either a weapon has any sort of generic +X bonus, or it has a set +X bonus along with a set special ability (or set of special abilities), like a shapechanger bane weapon will always be a +1 weapon (and thus, a +3 vs. shapechangers). [*]Add initiative modifiers to weapons based on their category: light weapons give a +2 to initiative, one-handed weapons give a +0 to initiative, and two-handed weapons give a -2 to initiative. Purely ranged weapons only (bows, slings, crossbows, etc.) have a +0 to initiative, but the firing rates are good enough (like the standard action-shoot, move action-reload for light crossbows). [*]Drop the Max Dex Bonus for armor (though keep the Skill Check Penalty and ASF). [*]Universally switch low-light vision & darkvision to infravision (if you really want to). [/list] I'm sure there's some other methods, but these are the ones that came to mind. [/QUOTE]
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