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<blockquote data-quote="Archibald Theocliste" data-source="post: 205878" data-attributes="member: 3808"><p>So many time reading these boards and this is only my first post, I feel like a newbie!</p><p>Here we go! (Please forgive my horrible english)</p><p></p><p>1) CLASSES CHANGES (note that classes wich main strenght is a high number of feats had less impact with my training feat system -see below-, so they were "adapted") :</p><p>- Barbarian : DR starts at lv 5 and ends 6/- at lv 20.</p><p>- Bard : Ok, total void here, nobody wants to play them, Monte Cook version is very good but disallow the use of all the bard spells available, and I am still thinking about what to do with this class... The only things I am sure of are that they will use 6sp/lv and music will be dependant only on BARD lvs.</p><p>- Cleric : Additional domain at lv 11</p><p>- Druid : Elemental Shape (HUGE) at lv 20</p><p>- Fighter : Bonus Feat at lv5 and lv11, auto Weapon Spe. at lv4 similar to Psychic Warrior but still available as a feat at later lvls.</p><p>- Knight : Non magical combat class replacing the Paladin, but with only a lawful alignement prerequisite.</p><p>- Monk : Bye Bye, a samurai is waiting for you next door.</p><p>- Noble : Same as SWRPG revised.</p><p>- Paladin : Now a prestige class.</p><p>- Psion : A little complicated, using ITCK tables and Chris Farrow combat system.</p><p>- Psychic Warrior : Chris Farrow combat system and use STR in order to determine bonus PP.</p><p>- Ranger : Well, another variant, too long to explain for this thread.</p><p>- Rogue : Free defensive Roll at lv7.</p><p>- Shaman : Waiting for Green Ronin and Mongoose Shamen Hanbooks to reach my store. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>- Sorcerer : d6 HD, 4sp/lv, Eschew Material at lv 1, Heighten Spell at lv 4.</p><p>- Wizard : Craft Wands at lv 5 (the bonus feat is still remaining).</p><p></p><p>2) All characters start with an additional 8 sp or a bonus feat chosen from a restricted list.</p><p>Additionaly, as a racial bonus available to all sentient races, each time such a race gain a new level in a class it gets an additionnal 2 sp.</p><p></p><p>3) At lv 1 all characters have to chose one of their abilities unmodified by any bonus (not even racial bonuses). This ability mod. represent the number of feats the players are able to gain through training and adventuring. These feats have to be tied only to this ability or not tied to any ability at all.</p><p>For exemple a half-orc player has a STR of 16, minus his racial bonus we have a STR of 14 and a mod of +2, so if he encouters a weaponmaster willing to train him during his adventures he will be able to gain access for exemple to Imp. Init (no carac. tied) and Power Atk. (tied to STR) but not a feat tied to WIS or both STR and CHA. After gaining access to these two feats he won't be able to learn any more.</p><p>At Lv 11 the players will chose another ability, unmodified by anything but increases due to leveling at lv 4 and lv 8 and start again. And so on until the last carac. at lv 51. </p><p></p><p>4) SKILL CHANGES :</p><p>Sense Motive is a class skill for all combat oriented classes.</p><p>Use of Skill Emphasis (+3 to any skill or cross-class skill)</p><p>Skill Focus : (Prerequisite Skill Emphasis with chosen skill) Increase the maximum rank available in chosen skill by 1, but you still have to pay the points in order to reach such a rank.</p><p></p><p>5) Weapons are categorized, SWP allows you to be proficient with all simple weapons categories, MWP allows you to be proficient with two martial weapons categories and finaly EWP allows you to be proficient with one exotic weapons category.</p><p>SWP categories : Unarmed, Melee, Ranged</p><p>MWP categories : Axes, Hammers, Lances and Polearms, Bladed, Bows, Guns and Rifles</p><p>EWP categories : Alternate Wielding Ability, Chains and Nets, Double Weapons, Imp. Blades, Imp. Spears and Polearms, Martial Arts Weapons, Massive Weapons, Whips, Additional Limbs Only, Imp. Missiles, Imp. Crossbows, Imp. Guns and Rifles, Ballistas and Canons, Siege Engines.</p><p></p><p>My friends and myself are more or less old players, so these rules are not going out of control, and the campaign lv is very high (not about magic items, about how hard monsters will kick your... errr... I mean how challenging will be your oponents). I suppose they are unusable elsewhere. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p>Note that I am actually a DM exclusively in the Iron Kingdoms (maybe will go back to FR or Greyhawk one day...). Very nice setting, plus I plan to use the CoC Sanity Rules wich seem perfectly adapted to this setting. Poor, poor players. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="Archibald Theocliste, post: 205878, member: 3808"] So many time reading these boards and this is only my first post, I feel like a newbie! Here we go! (Please forgive my horrible english) 1) CLASSES CHANGES (note that classes wich main strenght is a high number of feats had less impact with my training feat system -see below-, so they were "adapted") : - Barbarian : DR starts at lv 5 and ends 6/- at lv 20. - Bard : Ok, total void here, nobody wants to play them, Monte Cook version is very good but disallow the use of all the bard spells available, and I am still thinking about what to do with this class... The only things I am sure of are that they will use 6sp/lv and music will be dependant only on BARD lvs. - Cleric : Additional domain at lv 11 - Druid : Elemental Shape (HUGE) at lv 20 - Fighter : Bonus Feat at lv5 and lv11, auto Weapon Spe. at lv4 similar to Psychic Warrior but still available as a feat at later lvls. - Knight : Non magical combat class replacing the Paladin, but with only a lawful alignement prerequisite. - Monk : Bye Bye, a samurai is waiting for you next door. - Noble : Same as SWRPG revised. - Paladin : Now a prestige class. - Psion : A little complicated, using ITCK tables and Chris Farrow combat system. - Psychic Warrior : Chris Farrow combat system and use STR in order to determine bonus PP. - Ranger : Well, another variant, too long to explain for this thread. - Rogue : Free defensive Roll at lv7. - Shaman : Waiting for Green Ronin and Mongoose Shamen Hanbooks to reach my store. :) - Sorcerer : d6 HD, 4sp/lv, Eschew Material at lv 1, Heighten Spell at lv 4. - Wizard : Craft Wands at lv 5 (the bonus feat is still remaining). 2) All characters start with an additional 8 sp or a bonus feat chosen from a restricted list. Additionaly, as a racial bonus available to all sentient races, each time such a race gain a new level in a class it gets an additionnal 2 sp. 3) At lv 1 all characters have to chose one of their abilities unmodified by any bonus (not even racial bonuses). This ability mod. represent the number of feats the players are able to gain through training and adventuring. These feats have to be tied only to this ability or not tied to any ability at all. For exemple a half-orc player has a STR of 16, minus his racial bonus we have a STR of 14 and a mod of +2, so if he encouters a weaponmaster willing to train him during his adventures he will be able to gain access for exemple to Imp. Init (no carac. tied) and Power Atk. (tied to STR) but not a feat tied to WIS or both STR and CHA. After gaining access to these two feats he won't be able to learn any more. At Lv 11 the players will chose another ability, unmodified by anything but increases due to leveling at lv 4 and lv 8 and start again. And so on until the last carac. at lv 51. 4) SKILL CHANGES : Sense Motive is a class skill for all combat oriented classes. Use of Skill Emphasis (+3 to any skill or cross-class skill) Skill Focus : (Prerequisite Skill Emphasis with chosen skill) Increase the maximum rank available in chosen skill by 1, but you still have to pay the points in order to reach such a rank. 5) Weapons are categorized, SWP allows you to be proficient with all simple weapons categories, MWP allows you to be proficient with two martial weapons categories and finaly EWP allows you to be proficient with one exotic weapons category. SWP categories : Unarmed, Melee, Ranged MWP categories : Axes, Hammers, Lances and Polearms, Bladed, Bows, Guns and Rifles EWP categories : Alternate Wielding Ability, Chains and Nets, Double Weapons, Imp. Blades, Imp. Spears and Polearms, Martial Arts Weapons, Massive Weapons, Whips, Additional Limbs Only, Imp. Missiles, Imp. Crossbows, Imp. Guns and Rifles, Ballistas and Canons, Siege Engines. My friends and myself are more or less old players, so these rules are not going out of control, and the campaign lv is very high (not about magic items, about how hard monsters will kick your... errr... I mean how challenging will be your oponents). I suppose they are unusable elsewhere. :) Note that I am actually a DM exclusively in the Iron Kingdoms (maybe will go back to FR or Greyhawk one day...). Very nice setting, plus I plan to use the CoC Sanity Rules wich seem perfectly adapted to this setting. Poor, poor players. :D [/QUOTE]
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