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'Old School' Experiences with D&D 3.5
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<blockquote data-quote="Geron Raveneye" data-source="post: 2453955" data-attributes="member: 2268"><p>Taking out the AoOs is no biggie, there's precious little that needs to go with it, if you work with the Core books alone. One thing to watch out for is that a spellcaster is only interrupted by either a) attacks readied against him casting spells or b) AoO in response to him casting. If you want to keep the risk of spells being interrupted, I'd rule that casting a spell can be interrupted by damage that is taken between the start of the round and the finishing of the spell, regardless if the attack was readied or not.</p><p></p><p>Another bit I'm going to change for my game is the Sneak Attack. A rogue has to surprise an opponent before he can use his sneak attack bonus, not just flank him or take away his Dex bonus. Which means he usually has to pass a Move Silently and a Hide check to successfully surprise an opponent in the middle of combat. Maybe even a Bluff check to distract him in the round before that.</p><p></p><p>Pondering on going back to specialty priests with Spheres (check out Mouseferatu's <em>Priest of the Celestial Spheres</em> for that), while making the cleric the "holy warrior" he was in earlier days, with a limited list of supportive, protective and divinative spells and some blessings depending on the church he belongs to.</p><p></p><p>Feats, Skills and Prestige Classes are definitely going to stay, they are a nice addition and help giving a character some individuality and some mechanical bonus for good character development. Some "career" choices for classes could help getting the Basic D&D flavour back, where you attracted followers from level 9 on. Go down hard on multiclassing. Charge 10% XP penalty for the first additional class and 20% on top of that for each new one. Charge the 20% for classes too far apart in levels, too. Keep Prestige Classes free, though...they have their own prerequsites.</p><p></p><p>Keep opponents simple, don't try to stat out every monster with additional class levels. If your high-level group wants to fight orcs, give them hundreds of them. Stat out the chieftain and the high shaman, and that's it. Use templates sparingly, too, to keep the sense of wonder. Everyday NPCs are low-level commoners or experts, and don't really need to be statted out either. Only VIPs need class levels and stats.</p><p></p><p>Oh, and I'm trying to work the classes up to level 36 with standard progression, not that silly Epic Level Handbook stuff. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Geron Raveneye, post: 2453955, member: 2268"] Taking out the AoOs is no biggie, there's precious little that needs to go with it, if you work with the Core books alone. One thing to watch out for is that a spellcaster is only interrupted by either a) attacks readied against him casting spells or b) AoO in response to him casting. If you want to keep the risk of spells being interrupted, I'd rule that casting a spell can be interrupted by damage that is taken between the start of the round and the finishing of the spell, regardless if the attack was readied or not. Another bit I'm going to change for my game is the Sneak Attack. A rogue has to surprise an opponent before he can use his sneak attack bonus, not just flank him or take away his Dex bonus. Which means he usually has to pass a Move Silently and a Hide check to successfully surprise an opponent in the middle of combat. Maybe even a Bluff check to distract him in the round before that. Pondering on going back to specialty priests with Spheres (check out Mouseferatu's [i]Priest of the Celestial Spheres[/i] for that), while making the cleric the "holy warrior" he was in earlier days, with a limited list of supportive, protective and divinative spells and some blessings depending on the church he belongs to. Feats, Skills and Prestige Classes are definitely going to stay, they are a nice addition and help giving a character some individuality and some mechanical bonus for good character development. Some "career" choices for classes could help getting the Basic D&D flavour back, where you attracted followers from level 9 on. Go down hard on multiclassing. Charge 10% XP penalty for the first additional class and 20% on top of that for each new one. Charge the 20% for classes too far apart in levels, too. Keep Prestige Classes free, though...they have their own prerequsites. Keep opponents simple, don't try to stat out every monster with additional class levels. If your high-level group wants to fight orcs, give them hundreds of them. Stat out the chieftain and the high shaman, and that's it. Use templates sparingly, too, to keep the sense of wonder. Everyday NPCs are low-level commoners or experts, and don't really need to be statted out either. Only VIPs need class levels and stats. Oh, and I'm trying to work the classes up to level 36 with standard progression, not that silly Epic Level Handbook stuff. :p [/QUOTE]
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