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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
What are your current 3.5 House Rules?
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<blockquote data-quote="ciaran00" data-source="post: 1108202" data-attributes="member: 12493"><p>Well, take the first bit to be "as equal as they can be acceptably made"... ie: a wizard in Dark Sun gets to eventually cast psionic enchantments (to this day, these beat the pants off any epic spells in both style and content). This is very difficult to resolve with the other classes to any satisfactory extent.</p><p></p><p>What I have added to 3E fighters:</p><ul> <li data-xf-list-type="ul">Ability to disrupt mages is a bonus. In addition, feats like "death blow" really do mean that... making higher level fighters difficult to deal with up close. Since I use phase-based initiative (out of spells and magic)-- I don't believe that 1 round/not 1 round is an adequate qualifier of the speed of casting... this prevents the caster from worrying about defense if they invest heavily in Dex-- fighters can act faster (because most weapons and fists are faster than high level spells).</li> <li data-xf-list-type="ul">Fighters can command armies. Though original Dark Sun weakly implemented this, we have added definitions of leadership, command ability, ability to use siege engines. Several feats exist that would allow fighters to employ supernatural armies.</li> <li data-xf-list-type="ul">Fighters can further specialise in their weapons. Bonuses like extreme range, improved criticals (we use the S&M crit chart), etc come with Mastery. (Mastery can only be taken in a single weapon; in contrast, the Gladiator can never Master, but he can Specialise in as many weapons as he wants).</li> <li data-xf-list-type="ul">Fighters can enchant weapons and armour at higher levels (enchant abilities are class abilities for us, not feats).</li> <li data-xf-list-type="ul">Only fighters can cause a scene in a "Banner" to be reenacted during a battle. Banners are a class of items of our own invention (in addition to Friezes, Idols, etc. etc.): they picture some scene from an ancient or historical battle (a great rift with giant tentacles pouring out, a walking colossus stomping on enemies, etc) and often they are used to boost morale and flag orders to troops more effectively. Fighters, alone, can unlock this extra ability.</li> <li data-xf-list-type="ul">FYI, each class has a special knack with a class of items. This leads to other highly interesting situations, of course.</li> </ul><p></p><p>If you are curious, check out <a href="http://yotz.zeromass.org/wiki/?title=Wiki_of_the_Squid:Baklava" target="_blank">how many items we've documented so far</a> (external link). We have more, but we're catching up with our own games...</p><p></p><p>In some ways, it's hard to describe our feats. They truly are great acts, in comparison to what feats are in standard 3e. We see enchantment (which comes with XP penalties + cost) as a character-building ability, not this great bonus to a character, which made us take it out of feats and just give it to the classes.</p><p></p><p></p><p></p><p>Actually, Ketjak, this is purely a time issue. We love to play, and memorisation systems take so frickin long with casters switching out and planning their spells (we have six spell compendiums + countless 2e books with modified spells) that spell points allow us to say: "look, cast spells when they're necessary, but you WILL run out" and keep playing.</p><p></p><p>Also, from the player's perspective, limited # of spells known is lame (even with the switching out from 3.5e). It's an artificial limit placed to balance the instantaneous casting.</p><p></p><p>We cover the tactics of magic issue with other constraints... like smart opponents.</p><p></p><p>Hope that makes sense.</p><p></p><p>ciaran</p></blockquote><p></p>
[QUOTE="ciaran00, post: 1108202, member: 12493"] Well, take the first bit to be "as equal as they can be acceptably made"... ie: a wizard in Dark Sun gets to eventually cast psionic enchantments (to this day, these beat the pants off any epic spells in both style and content). This is very difficult to resolve with the other classes to any satisfactory extent. What I have added to 3E fighters: [list] [*]Ability to disrupt mages is a bonus. In addition, feats like "death blow" really do mean that... making higher level fighters difficult to deal with up close. Since I use phase-based initiative (out of spells and magic)-- I don't believe that 1 round/not 1 round is an adequate qualifier of the speed of casting... this prevents the caster from worrying about defense if they invest heavily in Dex-- fighters can act faster (because most weapons and fists are faster than high level spells). [*]Fighters can command armies. Though original Dark Sun weakly implemented this, we have added definitions of leadership, command ability, ability to use siege engines. Several feats exist that would allow fighters to employ supernatural armies. [*]Fighters can further specialise in their weapons. Bonuses like extreme range, improved criticals (we use the S&M crit chart), etc come with Mastery. (Mastery can only be taken in a single weapon; in contrast, the Gladiator can never Master, but he can Specialise in as many weapons as he wants). [*]Fighters can enchant weapons and armour at higher levels (enchant abilities are class abilities for us, not feats). [*]Only fighters can cause a scene in a "Banner" to be reenacted during a battle. Banners are a class of items of our own invention (in addition to Friezes, Idols, etc. etc.): they picture some scene from an ancient or historical battle (a great rift with giant tentacles pouring out, a walking colossus stomping on enemies, etc) and often they are used to boost morale and flag orders to troops more effectively. Fighters, alone, can unlock this extra ability. [*]FYI, each class has a special knack with a class of items. This leads to other highly interesting situations, of course.[/list] If you are curious, check out [url=http://yotz.zeromass.org/wiki/?title=Wiki_of_the_Squid:Baklava]how many items we've documented so far[/url] (external link). We have more, but we're catching up with our own games... In some ways, it's hard to describe our feats. They truly are great acts, in comparison to what feats are in standard 3e. We see enchantment (which comes with XP penalties + cost) as a character-building ability, not this great bonus to a character, which made us take it out of feats and just give it to the classes. Actually, Ketjak, this is purely a time issue. We love to play, and memorisation systems take so frickin long with casters switching out and planning their spells (we have six spell compendiums + countless 2e books with modified spells) that spell points allow us to say: "look, cast spells when they're necessary, but you WILL run out" and keep playing. Also, from the player's perspective, limited # of spells known is lame (even with the switching out from 3.5e). It's an artificial limit placed to balance the instantaneous casting. We cover the tactics of magic issue with other constraints... like smart opponents. Hope that makes sense. ciaran [/QUOTE]
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