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<blockquote data-quote="Kelleris" data-source="post: 1531889" data-attributes="member: 19130"><p>1) Masterwork rules for weapons, armor, and other items that come in a set of components, about the same power level as the standard +1 on attack rolls and similarly poor at stacking with magic. Any number of components can be stacked on an item, but no more than one of each type and it gets more and more expensive to add them.</p><p></p><p>2) Sorcerers lose the ability to summon a familiar and have their spells castable per day reduced by one at each spell level. In exchange, every Sorcerer receives an Intermediate Bloodline (<em>Unearthed Arcana</em>) from a list of possible creatures. It's a bit much, I know, but I'm trying to fight back against the rising populairty of psions in my games.</p><p></p><p>3) Added a modified Psychic from the Green Ronin book (renamed the Ascetic, and flavored as a more cerebral counterpart of the monk) and a modified Chaos Mage from Mongoose's Quintessential book (renamed the Alienist, relies on either Far Realms or Limbo for power).</p><p></p><p>4) Altered the function of some plane-shifting spells so they only move you so far across the multiverse. All instant-movement spells require a skill check which, IIRC, I stole from Monte Cook's <em>Arcana Unearthed</em>.</p><p></p><p>5) Reorganized every class with spells into one of seven magical traditions. Bards wound up with Alienists and Wilders with Sorcerers, so it got a little weirder.</p><p></p><p>6) Trying to figure out a system for researching improved versions of spells as a Wizard, <a href="http://www.enworld.org/forums/showthread.php?t=87389" target="_blank">here</a>, but I haven't had any good ideas yet (despite almost 90 pageviews :\ ).</p><p></p><p>7) At character creation, players can change two class skills into cross-class skills in exchange for making a single cross-class skill into a class skill. The different branches of Craft and Profession do not count as different skills for this purpose.</p><p></p><p>8) Unconscious at - Con Modifier, dead at - Con.</p><p></p><p>9) I usually let players use Spellcraft checks to do creative things with their spells - creating non-sticky webs for climbing, blinding an enemy with a grease spell, that sort of thing. And I also try to let players use feats and skills in unorthodox ways, usually just asking them to propose a scenario consistent with their character. I try to find a way to make it at least <em>possible </em>to pull off.</p><p></p><p>10) Various other setting-related stuff, like weather caused by planar bleeds and the Martial Artist class from <em>Beyond Monks </em>from Goodman Games. I modified that too, of course. <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><p></p><p>I have everything listed in a thread at a board that I share with my group of friends (though it's a little outdated since we don't play during the semester).</p></blockquote><p></p>
[QUOTE="Kelleris, post: 1531889, member: 19130"] 1) Masterwork rules for weapons, armor, and other items that come in a set of components, about the same power level as the standard +1 on attack rolls and similarly poor at stacking with magic. Any number of components can be stacked on an item, but no more than one of each type and it gets more and more expensive to add them. 2) Sorcerers lose the ability to summon a familiar and have their spells castable per day reduced by one at each spell level. In exchange, every Sorcerer receives an Intermediate Bloodline ([I]Unearthed Arcana[/I]) from a list of possible creatures. It's a bit much, I know, but I'm trying to fight back against the rising populairty of psions in my games. 3) Added a modified Psychic from the Green Ronin book (renamed the Ascetic, and flavored as a more cerebral counterpart of the monk) and a modified Chaos Mage from Mongoose's Quintessential book (renamed the Alienist, relies on either Far Realms or Limbo for power). 4) Altered the function of some plane-shifting spells so they only move you so far across the multiverse. All instant-movement spells require a skill check which, IIRC, I stole from Monte Cook's [I]Arcana Unearthed[/I]. 5) Reorganized every class with spells into one of seven magical traditions. Bards wound up with Alienists and Wilders with Sorcerers, so it got a little weirder. 6) Trying to figure out a system for researching improved versions of spells as a Wizard, [URL=http://www.enworld.org/forums/showthread.php?t=87389]here[/URL], but I haven't had any good ideas yet (despite almost 90 pageviews :\ ). 7) At character creation, players can change two class skills into cross-class skills in exchange for making a single cross-class skill into a class skill. The different branches of Craft and Profession do not count as different skills for this purpose. 8) Unconscious at - Con Modifier, dead at - Con. 9) I usually let players use Spellcraft checks to do creative things with their spells - creating non-sticky webs for climbing, blinding an enemy with a grease spell, that sort of thing. And I also try to let players use feats and skills in unorthodox ways, usually just asking them to propose a scenario consistent with their character. I try to find a way to make it at least [I]possible [/I]to pull off. 10) Various other setting-related stuff, like weather caused by planar bleeds and the Martial Artist class from [I]Beyond Monks [/I]from Goodman Games. I modified that too, of course. :p I have everything listed in a thread at a board that I share with my group of friends (though it's a little outdated since we don't play during the semester). [/QUOTE]
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