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Shazman's v3.7 rules
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<blockquote data-quote="llashismll" data-source="post: 3891300" data-attributes="member: 57222"><p>Some decent changes overall, I'll just comment of the classes for now, the rules changes in general seem sound and nothing too drastic there. I do have to say that I'm glad you're chainging alot of abilities to 'per encounter' The old system of per day (whether it be one time or a couple of rounds) is archaic and ultimately takes away from the fun. Honestly sometimes people get too bogged down in the hard line rules and dont stop to take a step back to make sure that your supposedly heroic characters are having a blast.</p><p></p><p>Classes</p><p></p><p></p><p>Nice changes, the swift action activation of bardic music shoudl be ore and I know many people have already houseruled this as such. In my own setting I made changes similar to this and gave bards the Bardic Knack variant without taking anythign from them. </p><p></p><p></p><p>works well.</p><p></p><p></p><p>I like the change to turning, I never ever liked the idea of just making undead run away..its so anti-climatic.</p><p></p><p></p><p>Again the shapechange rules should be core, good choice for a change. </p><p></p><p></p><p>There are so many fighter fixes that hey, whatever works for your campaign is cool. I would suggest giving fighters an ability akin to the Warblade one in which they can switch their 'main' weapons each morning and tranfer their feats to the new weapon they trained with.</p><p></p><p></p><p>Still pretty bland here, perhaps give them full BaB so they can actuallt hit with these attacks...honestly if you want to make the monk a viable choice then take a look at the swordsage, with the right martial manuevers he becomes what the monk should be.</p><p></p><p></p><p>This works, I think the loss of the mount is a but much but if it works for the feel you want in the paladins of your setting then more power to ya.</p><p></p><p></p><p>Honestly I would just take the spellcasting ability out, skirmish can become another combat style for them to choose. But with just spellcasting gone it balances pretty well. I also added a new combat style to my own rangers, Mobility at 2nd....Spring Attack at 6th.....Bounding Assault at 11th......Rapid Blitz at 17th. And gave them the choice of another two wepaon feat or archery feat at 17th (depending on their style)</p><p></p><p></p><p>This is okay, just eh. I give em improved feint at 5th and a bonus feat from a rogue feat list at 7th 13th and 18th...also added more specail abilities for them to choose from...Flank everywhere (if you and an ally threaten a creature its considered flanked) is just one example.</p><p></p><p></p><p>good start on changes, I give em reserve or heritage feats every 5th level as well as eschew materials for free...and yeah no more full round metamagic.</p><p></p><p></p><p>wizards work, as does this one.</p><p></p><p>Overall the changes look cool, I'll comment on your rules changes later on, but they seem to be alright with maybe the exception of TWF...but thats one of those rules you either love or hate.</p></blockquote><p></p>
[QUOTE="llashismll, post: 3891300, member: 57222"] Some decent changes overall, I'll just comment of the classes for now, the rules changes in general seem sound and nothing too drastic there. I do have to say that I'm glad you're chainging alot of abilities to 'per encounter' The old system of per day (whether it be one time or a couple of rounds) is archaic and ultimately takes away from the fun. Honestly sometimes people get too bogged down in the hard line rules and dont stop to take a step back to make sure that your supposedly heroic characters are having a blast. Classes Nice changes, the swift action activation of bardic music shoudl be ore and I know many people have already houseruled this as such. In my own setting I made changes similar to this and gave bards the Bardic Knack variant without taking anythign from them. works well. I like the change to turning, I never ever liked the idea of just making undead run away..its so anti-climatic. Again the shapechange rules should be core, good choice for a change. There are so many fighter fixes that hey, whatever works for your campaign is cool. I would suggest giving fighters an ability akin to the Warblade one in which they can switch their 'main' weapons each morning and tranfer their feats to the new weapon they trained with. Still pretty bland here, perhaps give them full BaB so they can actuallt hit with these attacks...honestly if you want to make the monk a viable choice then take a look at the swordsage, with the right martial manuevers he becomes what the monk should be. This works, I think the loss of the mount is a but much but if it works for the feel you want in the paladins of your setting then more power to ya. Honestly I would just take the spellcasting ability out, skirmish can become another combat style for them to choose. But with just spellcasting gone it balances pretty well. I also added a new combat style to my own rangers, Mobility at 2nd....Spring Attack at 6th.....Bounding Assault at 11th......Rapid Blitz at 17th. And gave them the choice of another two wepaon feat or archery feat at 17th (depending on their style) This is okay, just eh. I give em improved feint at 5th and a bonus feat from a rogue feat list at 7th 13th and 18th...also added more specail abilities for them to choose from...Flank everywhere (if you and an ally threaten a creature its considered flanked) is just one example. good start on changes, I give em reserve or heritage feats every 5th level as well as eschew materials for free...and yeah no more full round metamagic. wizards work, as does this one. Overall the changes look cool, I'll comment on your rules changes later on, but they seem to be alright with maybe the exception of TWF...but thats one of those rules you either love or hate. [/QUOTE]
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