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<blockquote data-quote="Greg K" data-source="post: 3371046" data-attributes="member: 5038"><p>There are solutions for a number of your problems. Some are in the core books. Others are in the form of products released under the d20 license</p><p></p><p></p><p>Some possible solutions for making low level warriors a threat:</p><p>WP/VP (Unearthed Arcana)</p><p>Armor as DR (Unearthed Arcana)</p><p>Torn Asunder</p><p></p><p></p><p></p><p>Training rules (DMG)</p><p></p><p></p><p>Yeah, but he can still learn it. He just will not be as good as somebody who spent much of their earlier life learning to survive in the wild.</p><p></p><p>Then again, isn't there a feat in one of the products that makes a crossclass skill into class skills?</p><p></p><p>.</p><p>No they are not. They just are not trained in armor and need to acquire training via feats.</p><p></p><p></p><p></p><p></p><p>There are sections in the PHB and DMG on customizing characters. Unearthed Arcana also offers many class variants.</p><p></p><p></p><p>If you want more reliability Take 10 or Take 20. It won't help you in combat or for saving things, but it is there.</p><p></p><p>There is also the 3d6 variant from Unearthed Arcana</p><p></p><p></p><p>The biggest problem with breaking points,imo, is spellcasting. Some solutions:</p><p>1) No spellcaster can take two consecutive levels in the same spellcasting class.</p><p>2) Find an alternative d20 magic system </p><p>3) slower advancement (DMG). Okay this delays the problem, but depending on how much you slow advancement and at what points will determine how long you delay the problem.</p><p></p><p></p><p></p><p>Get the <u>Elements of Magic</u> books from EN Publishing.</p><p></p><p></p><p></p><p>There are solutions without requiring going to a new system. You just need to take advantage of the d20 products out there. Of course, you'll need to get your players to learn the new material.</p><p></p><p></p><p></p><p>I never found GURPS to be unwieldy. MY only problem with GURPS was with magic (a similar complaint that I had with Hero System).</p></blockquote><p></p>
[QUOTE="Greg K, post: 3371046, member: 5038"] There are solutions for a number of your problems. Some are in the core books. Others are in the form of products released under the d20 license Some possible solutions for making low level warriors a threat: WP/VP (Unearthed Arcana) Armor as DR (Unearthed Arcana) Torn Asunder Training rules (DMG) Yeah, but he can still learn it. He just will not be as good as somebody who spent much of their earlier life learning to survive in the wild. Then again, isn't there a feat in one of the products that makes a crossclass skill into class skills? . No they are not. They just are not trained in armor and need to acquire training via feats. There are sections in the PHB and DMG on customizing characters. Unearthed Arcana also offers many class variants. If you want more reliability Take 10 or Take 20. It won't help you in combat or for saving things, but it is there. There is also the 3d6 variant from Unearthed Arcana The biggest problem with breaking points,imo, is spellcasting. Some solutions: 1) No spellcaster can take two consecutive levels in the same spellcasting class. 2) Find an alternative d20 magic system 3) slower advancement (DMG). Okay this delays the problem, but depending on how much you slow advancement and at what points will determine how long you delay the problem. Get the [u]Elements of Magic[/u] books from EN Publishing. There are solutions without requiring going to a new system. You just need to take advantage of the d20 products out there. Of course, you'll need to get your players to learn the new material. I never found GURPS to be unwieldy. MY only problem with GURPS was with magic (a similar complaint that I had with Hero System). [/QUOTE]
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