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<blockquote data-quote="VHawkwinter" data-source="post: 9780912" data-attributes="member: 7040136"><p>So - I've been working on my own 3.X d20 RPG for the past year and a half. It's substantially changed from 3.0/3.5. But there are some of my changes I would definitely backport if I run proper 3.0 or 3.5 again.</p><ul> <li data-xf-list-type="ul">Your feats would be on a points scale rather than slots, and not all feats would have the same value. 1/3 of the 'average' point value of a feat would be handed out every level. When you get them in a class I would leave them chunkier, if they have a limited list they would be tracked in a different pool, but it would still be points instead of slots. Maybe use the Eclipse: The Codex Persona scale where 1 feat is 6 pts. It divides nicely by 3.</li> <li data-xf-list-type="ul">Simplify the crap out of prereqs. Cull the feat trees into individual items. Convert most of them to a BAB or CL or HD requirement, or a single skill's ranks. If a feat requires another feat, it should build on that feat directly, and that feat should require no other feats.</li> <li data-xf-list-type="ul">Bake WBL into the advancement of character level like how feats work. Magic items found in the field would not stack with your innate enhancement bonuses. There are a few ways I would consider for this. The simplest is the PF1 Unchained variant rule, but I would probably try to make it more of a character build choice thing. And then I would not have WBL be a thing tracked anymore. You get what you find or negotiate pay for.</li> <li data-xf-list-type="ul">Use the Alexandrian's Diplomacy rewrite if not doing a more in depth Skill System overhaul.</li> <li data-xf-list-type="ul">You can't get into PrCs through prerequisites. The variant rule from UA (or the DMG, I forget which) where you have to pass a test and join an organisation, would normally be the only way (unless it's like a Savage Progression Template class or something).</li> <li data-xf-list-type="ul">I would consider doing away with combat xp and make levels be gained through some sort of downtime training system which might be easier with a teacher and harder without. Incentivising joining guilds and academies and such. Paying for training would be a big use of gold. Multiclass XP Penalties would go bye bye.</li> <li data-xf-list-type="ul">Fall damage is modified by creature size. Every size up from medium you double it (or halve the distance increment), every size down you halve it (or double the distance increment) - Treat flying creatures as maybe two sizes smaller for fall damage, they fly, they're less dense than a land animal of the same size.</li> <li data-xf-list-type="ul">Monster Characters either get built with the GitP Revised and Negative LA assignments, or the Oslecamo Monster Classes - and for the latter I probably still set a minimum party level they can start at, and maybe a minimum number of levels in the monster class. No 1HD cloud giants.</li> </ul><p>Those are the big ones. But they're pretty significant in scope.</p></blockquote><p></p>
[QUOTE="VHawkwinter, post: 9780912, member: 7040136"] So - I've been working on my own 3.X d20 RPG for the past year and a half. It's substantially changed from 3.0/3.5. But there are some of my changes I would definitely backport if I run proper 3.0 or 3.5 again. [LIST] [*]Your feats would be on a points scale rather than slots, and not all feats would have the same value. 1/3 of the 'average' point value of a feat would be handed out every level. When you get them in a class I would leave them chunkier, if they have a limited list they would be tracked in a different pool, but it would still be points instead of slots. Maybe use the Eclipse: The Codex Persona scale where 1 feat is 6 pts. It divides nicely by 3. [*]Simplify the crap out of prereqs. Cull the feat trees into individual items. Convert most of them to a BAB or CL or HD requirement, or a single skill's ranks. If a feat requires another feat, it should build on that feat directly, and that feat should require no other feats. [*]Bake WBL into the advancement of character level like how feats work. Magic items found in the field would not stack with your innate enhancement bonuses. There are a few ways I would consider for this. The simplest is the PF1 Unchained variant rule, but I would probably try to make it more of a character build choice thing. And then I would not have WBL be a thing tracked anymore. You get what you find or negotiate pay for. [*]Use the Alexandrian's Diplomacy rewrite if not doing a more in depth Skill System overhaul. [*]You can't get into PrCs through prerequisites. The variant rule from UA (or the DMG, I forget which) where you have to pass a test and join an organisation, would normally be the only way (unless it's like a Savage Progression Template class or something). [*]I would consider doing away with combat xp and make levels be gained through some sort of downtime training system which might be easier with a teacher and harder without. Incentivising joining guilds and academies and such. Paying for training would be a big use of gold. Multiclass XP Penalties would go bye bye. [*]Fall damage is modified by creature size. Every size up from medium you double it (or halve the distance increment), every size down you halve it (or double the distance increment) - Treat flying creatures as maybe two sizes smaller for fall damage, they fly, they're less dense than a land animal of the same size. [*]Monster Characters either get built with the GitP Revised and Negative LA assignments, or the Oslecamo Monster Classes - and for the latter I probably still set a minimum party level they can start at, and maybe a minimum number of levels in the monster class. No 1HD cloud giants. [/LIST] Those are the big ones. But they're pretty significant in scope. [/QUOTE]
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