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<blockquote data-quote="Whithers" data-source="post: 7120653" data-attributes="member: 6883963"><p>The reason I am doing the 3.5 conversion is because the 5E rules - well, don't seem to be rules. I have read the DMG and the PHB and they tell me nothing I find usable. That is why I posted here. I would like some real rules or frankly some rules. My campaign is set on a world revolving around a sun which is the younger of two red giants in a binary system. I literally have an outline/overview of 10 billion years of history from which my races developed. I have conlanged foundations for about a dozen races and the cultures and histories of those races. This includes both draconian and lizard which are based in clicks and tones with very few standard consonants. (They are linguistically sound, I just can't always pronounce them - hence most humanoids don't try to learn their languages.) I have my own demonic and natural monsters in my own bestiary drawn from the cultures I loosely barrowed from to create my world (Akkadian, Candomble, Celtic, Greco-Roman, Hawaiian, Korean, and Zoroastrian).</p><p></p><p>And don't get me wrong. I love the looseness of 5E that allows play closer to what I started with some 40 years ago. That is great about potential player actions. But in order for players to have more choices, the base of rules for which their choices are contradictions or expressions need to be less nebulous - if only to keep the DM sane. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> So, I am looking for rules. If I understand correctly - there really aren't any.</p></blockquote><p></p>
[QUOTE="Whithers, post: 7120653, member: 6883963"] The reason I am doing the 3.5 conversion is because the 5E rules - well, don't seem to be rules. I have read the DMG and the PHB and they tell me nothing I find usable. That is why I posted here. I would like some real rules or frankly some rules. My campaign is set on a world revolving around a sun which is the younger of two red giants in a binary system. I literally have an outline/overview of 10 billion years of history from which my races developed. I have conlanged foundations for about a dozen races and the cultures and histories of those races. This includes both draconian and lizard which are based in clicks and tones with very few standard consonants. (They are linguistically sound, I just can't always pronounce them - hence most humanoids don't try to learn their languages.) I have my own demonic and natural monsters in my own bestiary drawn from the cultures I loosely barrowed from to create my world (Akkadian, Candomble, Celtic, Greco-Roman, Hawaiian, Korean, and Zoroastrian). And don't get me wrong. I love the looseness of 5E that allows play closer to what I started with some 40 years ago. That is great about potential player actions. But in order for players to have more choices, the base of rules for which their choices are contradictions or expressions need to be less nebulous - if only to keep the DM sane. :D So, I am looking for rules. If I understand correctly - there really aren't any. [/QUOTE]
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