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D&D Older Editions, OSR, & D&D Variants
Pharaoh's Blood - A Fan-Made D&D 3.5 Rules Supplement
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<blockquote data-quote="nonsi256" data-source="post: 5690611" data-attributes="member: 86164"><p>.</p><p></p><p>I'll start with youre request, but I'll have more to say later on.</p><p></p><p>Haji-Jin is quite OK. In terms of power it's about Rogue-Paladin gestalt.</p><p></p><p>Haka Priest spells: could you explain the first sentence, because I go lost there. As written (at least what I make of it), it’s just a pumped up Wizard.</p><p></p><p>Medjai – given my little understanding or interest in ToB mechanics, I’ll leave it to someone else to analyze.</p><p></p><p>Brave – nothing to talk about. Numeric bonuses are the least significant. They don’t let you do stuff you couldn’t do before. The defensive bonuses are nice though.</p><p></p><p>Preserver – a sort of Loremaster on steroids. Powerful, but not hysterical… until she gets Forgotten Mysteries. Applying cost reduction to multiple metamagic feats simultaneously is nutz.</p><p></p><p>Seeker – something doesn’t sit right with sneak attack and sunlight or angelic transformation.</p><p></p><p></p><p></p><p>As for my overall impression . . . . . .</p><p></p><p></p><p>These rules remind me of <a href="http://community.wizards.com/go/thread/view/75882/19579814/IT_CAN_BE_DONE!&post_num=64#332795142" target="_blank">a harsh response I got quite a while back</a>.</p><p>While it never followed an analysis to your rules and while I hardly agree with everything that’s been written there, it sure made me think about all the goals I set myself to accomplish (not just regarding roleplaying games) and the means of accomplishing them.</p><p></p><p></p><p>Getting into specifics . . .</p><p></p><p></p><p>>> “Everyone is free to use the content in the tome for anything the want as long as they credit me!”</p><p>Childish.</p><p>Plain simple childish.</p><p>If you post for the sake of credit - don't.</p><p></p><p></p><p>You don’t use newlines (especially between paragraphs and after the names of class abilities) and pagebreaks as often as you should – this makes reading of your document difficult.</p><p></p><p> </p><p>Favored Classes</p><p>Nobody hardly ever uses FCs as it is.</p><p></p><p></p><p>Feats</p><p>The fixes seem totally arbitrary.</p><p>If they work for you, then more power to you, but as presented, I don’t see why the general public should care.</p><p></p><p></p><p>Fumble rules</p><p>These go against one of the most important unwritten thumb rules: if it’s something you’re gonna use a lot – KISS (Keep It Simple and Stupid).</p><p>Fumbles, being just one of many combat aspects, should be something that’s easy to remember, so you don’t need to reference the table more than once or twice on the total, otherwise it costs you too much game time.</p><p></p><p></p><p>Identification of magical items.</p><p>Think of what it means in regard to the game world.</p><p></p><p></p><p>Retreating</p><p>That’s a suggestion, not a house rule.</p><p></p><p></p><p>Restriction on spells</p><p>Totally arbitrary. The most powerful spells are in the PHB already.</p><p></p><p></p><p>Survivability</p><p>Except for the just removal of massive damage rules, the rest have little effect on the game.</p><p>HP are just one of many necessities for “staying on your feet”, and you still drop dying at -1.</p><p></p><p></p><p>More regarding Pharaoh’s Blood . . .</p><p>Feats: those are incredibly unbalanced vs. one another.</p><p>Weapons: a melee character has to be an idiot not to take proficiency in one of them.</p></blockquote><p></p>
[QUOTE="nonsi256, post: 5690611, member: 86164"] . I'll start with youre request, but I'll have more to say later on. Haji-Jin is quite OK. In terms of power it's about Rogue-Paladin gestalt. Haka Priest spells: could you explain the first sentence, because I go lost there. As written (at least what I make of it), it’s just a pumped up Wizard. Medjai – given my little understanding or interest in ToB mechanics, I’ll leave it to someone else to analyze. Brave – nothing to talk about. Numeric bonuses are the least significant. They don’t let you do stuff you couldn’t do before. The defensive bonuses are nice though. Preserver – a sort of Loremaster on steroids. Powerful, but not hysterical… until she gets Forgotten Mysteries. Applying cost reduction to multiple metamagic feats simultaneously is nutz. Seeker – something doesn’t sit right with sneak attack and sunlight or angelic transformation. As for my overall impression . . . . . . These rules remind me of [URL="http://community.wizards.com/go/thread/view/75882/19579814/IT_CAN_BE_DONE!&post_num=64#332795142"]a harsh response I got quite a while back[/URL]. While it never followed an analysis to your rules and while I hardly agree with everything that’s been written there, it sure made me think about all the goals I set myself to accomplish (not just regarding roleplaying games) and the means of accomplishing them. Getting into specifics . . . >> “Everyone is free to use the content in the tome for anything the want as long as they credit me!” Childish. Plain simple childish. If you post for the sake of credit - don't. You don’t use newlines (especially between paragraphs and after the names of class abilities) and pagebreaks as often as you should – this makes reading of your document difficult. Favored Classes Nobody hardly ever uses FCs as it is. Feats The fixes seem totally arbitrary. If they work for you, then more power to you, but as presented, I don’t see why the general public should care. Fumble rules These go against one of the most important unwritten thumb rules: if it’s something you’re gonna use a lot – KISS (Keep It Simple and Stupid). Fumbles, being just one of many combat aspects, should be something that’s easy to remember, so you don’t need to reference the table more than once or twice on the total, otherwise it costs you too much game time. Identification of magical items. Think of what it means in regard to the game world. Retreating That’s a suggestion, not a house rule. Restriction on spells Totally arbitrary. The most powerful spells are in the PHB already. Survivability Except for the just removal of massive damage rules, the rest have little effect on the game. HP are just one of many necessities for “staying on your feet”, and you still drop dying at -1. More regarding Pharaoh’s Blood . . . Feats: those are incredibly unbalanced vs. one another. Weapons: a melee character has to be an idiot not to take proficiency in one of them. [/QUOTE]
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Pharaoh's Blood - A Fan-Made D&D 3.5 Rules Supplement
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