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Third Edition Culture- Is is sustainable?
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<blockquote data-quote="Zelda Themelin" data-source="post: 1848142" data-attributes="member: 167"><p>Oh, sound awfully lot like a GURPS to me. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>OK, that said, it's not really that hard to make rule to allow changing class abilities to feats or vice versa. Actually crafting new base classses is more game-balance friendly (for those who prefer it) than constant prestige classing to get something one wants. Want to have fighter who has always used only light armors? Remove Medium and Heavy armor feats and give dodge and mobility as trade off. And so on. I'd stick with core rules while doing this however.</p><p></p><p>Magic system is not easy to re-place. Honestly, most alternative magic systems get even more complicated, and not that much better IMO. I like Unearthed Arcana's take on that however, mainly because it doesn't make me have to rework with all my spells.</p><p></p><p>Generally, I like D&D just fine. I was really burned out with character making before that. I don't mean npc/baddie stats so much, as I mean making player characters.</p><p></p><p>From those systems I do have played (and they are many), D&D has many qualities that make it better for me, and I have no problem houseruling it's few faults. Some are a bit more complicated to house-rule, though.</p><p></p><p>Most of my problems with D&D as system start when CR/level hits 12+, and I like high level game, both as Dm and player. Or rather, I like games to start form low levels and get all the way to epic levels. Then the houseruling really starts. Luckily it's mostly about CR:s and problems prestige classing creates. Not enough options for base classes cretes need for prestige classes for those players who woudn't otherwise multiclass.</p><p></p><p>So, D&D like most systems, has it's faults. Still, it's my favourite</p></blockquote><p></p>
[QUOTE="Zelda Themelin, post: 1848142, member: 167"] Oh, sound awfully lot like a GURPS to me. ;) OK, that said, it's not really that hard to make rule to allow changing class abilities to feats or vice versa. Actually crafting new base classses is more game-balance friendly (for those who prefer it) than constant prestige classing to get something one wants. Want to have fighter who has always used only light armors? Remove Medium and Heavy armor feats and give dodge and mobility as trade off. And so on. I'd stick with core rules while doing this however. Magic system is not easy to re-place. Honestly, most alternative magic systems get even more complicated, and not that much better IMO. I like Unearthed Arcana's take on that however, mainly because it doesn't make me have to rework with all my spells. Generally, I like D&D just fine. I was really burned out with character making before that. I don't mean npc/baddie stats so much, as I mean making player characters. From those systems I do have played (and they are many), D&D has many qualities that make it better for me, and I have no problem houseruling it's few faults. Some are a bit more complicated to house-rule, though. Most of my problems with D&D as system start when CR/level hits 12+, and I like high level game, both as Dm and player. Or rather, I like games to start form low levels and get all the way to epic levels. Then the houseruling really starts. Luckily it's mostly about CR:s and problems prestige classing creates. Not enough options for base classes cretes need for prestige classes for those players who woudn't otherwise multiclass. So, D&D like most systems, has it's faults. Still, it's my favourite [/QUOTE]
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