Optional rules, toolkits, and other rule goodness

Griffonsec

First Post
Well, the day is finally upon us, the new baby will be born Tuesday the 13th, and thus my game is going on hiatus for six weeks while we adjust to the new little one in the house. This coming Saturday will be the last day of our current game.

When we return at the end of January we will be starting anew, and thus I thought it might be a good time to switch games. My players, DnD fanatics, aren't quite as excited as I am to play a different system, so by way of compromise I have decided to stick with d20 but add in some new optional rules.

That's where you guys come in. Can you suggest any optional or varient rules that might enhance my game a bit? I'm a rules-ey kinda person, so a little change might make a big difference. What I'm looking for are a couple ideas, preferably with reasons you like them and what books they can be found in. Favorite house-rules are welcome as well.

For example. I'd like very much to use the damage save from M&M and True 20, but I think that may be a bit too "un-DnD" for my players, so instead I am likely to steal the deaths-door rules from Arcana Evolved. Any other suggestions?

Thanks in advance for any help.

Edit: While I'm thinking about it, what other good "toolkit" books are available thes days? I have Unearthed Arcana, but I saw reference to Green Ronin's "Advanced Player's Guide." Are there other books like this that are worth picking up, and what kind of rules are in there that make it worth the purchase?
 
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The zone rules in Mastering Iron Heroes are fun.

Most of the rules bits I've written over the years are designed as elements a DM can use to surprise his players. Such as the ability for spellcasters to draw upon spell energy to create new effects (described in A Dozen Effects of Lingering Spell Energy. It's a bit unusual but can really shock the players when an opposing spellcaster takes advantage of the energy left behind after a PC spellcaster casts a spell.
 

The optional rules I like best are:

  • Weapon groups from UA.
  • Generic classes combined with the 15 level prestige classes from UA. (Though you have to do some work to extend some more prestige classes, since they only give three.)
 

Buttercup said:
The optional rules I like best are:

  • Weapon groups from UA.
  • Generic classes combined with the 15 level prestige classes from UA. (Though you have to do some work to extend some more prestige classes, since they only give three.)

I prefer the variant class rules to generic classes but I'll definitely agree that UA is an excellent tool. I'm still hoping for an UA 2.
 

You pronounced it "an ooah 2?" I would pronounce it "a you-ey 2."

Anyway, what kind of stuff are you looking to fiddle with? Character creation? You might use Grim Tales by Bad-Axe Games, or maybe True 20. Want more flexible spellcasting? If so, I'll toot my horn about Elements of Magic - Revised, or EOM - Mythic Earth (both of which are available as high-quality Print-on-Demand). Want weird combat stuff? Maybe pick up the Book of Iron Might from Malhavoc. Hell, the Expanded Psionics Handbook would provide some nice variety from traditional spellcasting.
 

RangerWickett said:
Anyway, what kind of stuff are you looking to fiddle with? Character creation? You might use Grim Tales by Bad-Axe Games, or maybe True 20. Want more flexible spellcasting? If so, I'll toot my horn about Elements of Magic - Revised, or EOM - Mythic Earth (both of which are available as high-quality Print-on-Demand). Want weird combat stuff? Maybe pick up the Book of Iron Might from Malhavoc. Hell, the Expanded Psionics Handbook would provide some nice variety from traditional spellcasting.

Right now I'm not sure exactly what I want, just something different. I do love EOMR though, so that will almost definately be the system I use. The only way I could see it not being the system is if I play a very low magic game. I am, right now, Tabula Rasa. A blank slate. I choose not to have any pre-concieved ideas about this game until I see what all options are available.

I have thought about Grim Tales, but it's not available locally. The FLGS is ordering me a copy though. As for True 20, I have Blue Rose, but I think that may be a step too far beyond traditional DnD for my "set in their ways" group. They outright said that they don't like damage saves. Damn secret player meeting. They meet before the game for lunch and to conspire against me. :p It was so much easier before they presented a united front.
 

Variant Classes (Unearthed Arcana): My personal favorites are the Hunter (barbarian variant), Arcane Sage (Bard Variant), Divine Bard (Bard variant), Cloisterd Cleric (Cleric Variant), Wilderness Rogue (Rogue variant that many of had already done in the early days of 3e), Specialist Wizard replacement abilities.

Weapon Groups (Unearthed Arcana)

Shaman's Handbook (Green Ronin): as replacement for Druid
Psychic's Handbook (Green Ronin)

Elements of Magic: I don't currently own this, but, if it is anything like Elements of Magic: ME done for a fantasy world, buy it. (Keeping my fingers crossed that one of my players buys it for me).
 

Spell Weaving (Arcana Evolved/Unearthed)
I like this a lot, mainly sinc eit adds neat flexiblity to things. When you need an extra 5th level spell, or some extra lower level ones and whatnot. Not sure how it effects balance though, but I dunno, its neat. Also makes metamagic less of a bitch.

Weapon Groups (UA)
I like the flexibility it gives, though, I might change some of the groups. I don't like the ide aof "druid weapons" and "monk weapons" for example. I'd of just made "Martial arts weapons" and let Druids take something else, like bows or primative weapons or something.

Class Variants (UA mainly)
I like these quite a ways. The list of my personal favorites;
- Bardic Sage
- Divine Bard
- Cloistered Cleric
- Druidic Avenger
- Monk Fighting Styles
- Paladins of Freedom/Tyrany/Slaughter
- Urban Ranger
- Battle Sorcerer
- Specialist Wizard Variants
- Druid Without Wildshape
- Rogues with Feats instead of Sneak Attack.
- Sorcerers/Wizards with animal companions instead of familiars.

Class Feature Variants (also UA)
- Whirling Frenzy is neat for some character concepts (More for those guys who get quick and scary when they go crazy, not tankers).
- Level-Based Turning, strictly easier then standard turning and less all-or-nothing.
- Planar Turning, 'cause its neat too.
- Favoured Environment instead of Favoured Enemy. Simply 'cause I like the idea of rangers as survivalists a lot.
- Instead of Timeless Body, Druids gaining slowed healing based on their caster level (something from Iron Kingdoms I like a lot).

Other Random from UA
- Players Roll All the Dice
- Fractional Saves and BABs
- Magic Ratings
- Craft Points
- Item Familiars
- Racial Paragons
- Racial Substitution Levels (From the Races of books and other places.)
- Contacts
- Traits and Flaws
- Massive Damage threshould based on size.
- Action Dice (Ala Spycraft)

Ummm, and stuff!
 



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