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<blockquote data-quote="Darklone" data-source="post: 26921" data-attributes="member: 1372"><p><strong>Oh my god...</strong></p><p></p><p>Only 5? Well.</p><p>- 5ft steps don't change anything. Essentially, stepping back 5ft and casting will give the opponent an AoO. Essentially 5ft steps are useful for combat manoevring, nothing else. Additionally, everything that happens at your initiative may distract you or interrupt your casting. </p><p>- Curing: Cures heal more hp. If you are cured, you get your (BAB+con modifier)/2 multiplied with the spell level extra hitpoints back. But all cured stuff is subdual. After combat a heal check as first aid may bring back hitpoints.</p><p>- Skill Focus: +3... </p><p>- hitpoints at each lvl: OldOnes rule: player rolls and DM rolls secretly... player chooses.</p><p>- No PrClasses. It's usually easy to trade class abilities into feats or PrClass abilities.</p><p>- no Magic Missile.</p><p>- No generic magic weapons +x. DR is against certain materials. Non magical weapons can have enhancement boni up till +3.</p><p>- Medium armour grants DR 1/-, heavy DR2/-.</p><p>- negative hitpoints does not mean unconsciousness but perhaps longlasting injuries or mental flaws. Death certainly will mean such things.</p><p>- Critical miss: Refl save DC15 or youre flatfooted one round and the one you tried to hit has an AoO. </p><p>- Clerics only get the spells from their list that fit their god. (No doom for good clerics)</p><p>- Arcane spellcasters can cast healing.</p><p>- Whole load of alchemical items</p><p>- Doubleweapons are a bit better...</p><p>- Feats have to be teached and learned.</p><p>- Everyone has 2 skillpoints more each level.</p><p>- Tumble checks and similar stuff only gives your AC for this action... no immunity.</p><p>- Silver coins. Scarcely gold.</p><p></p><p>Well... That's a SHORT excerpt.</p></blockquote><p></p>
[QUOTE="Darklone, post: 26921, member: 1372"] [b]Oh my god...[/b] Only 5? Well. - 5ft steps don't change anything. Essentially, stepping back 5ft and casting will give the opponent an AoO. Essentially 5ft steps are useful for combat manoevring, nothing else. Additionally, everything that happens at your initiative may distract you or interrupt your casting. - Curing: Cures heal more hp. If you are cured, you get your (BAB+con modifier)/2 multiplied with the spell level extra hitpoints back. But all cured stuff is subdual. After combat a heal check as first aid may bring back hitpoints. - Skill Focus: +3... - hitpoints at each lvl: OldOnes rule: player rolls and DM rolls secretly... player chooses. - No PrClasses. It's usually easy to trade class abilities into feats or PrClass abilities. - no Magic Missile. - No generic magic weapons +x. DR is against certain materials. Non magical weapons can have enhancement boni up till +3. - Medium armour grants DR 1/-, heavy DR2/-. - negative hitpoints does not mean unconsciousness but perhaps longlasting injuries or mental flaws. Death certainly will mean such things. - Critical miss: Refl save DC15 or youre flatfooted one round and the one you tried to hit has an AoO. - Clerics only get the spells from their list that fit their god. (No doom for good clerics) - Arcane spellcasters can cast healing. - Whole load of alchemical items - Doubleweapons are a bit better... - Feats have to be teached and learned. - Everyone has 2 skillpoints more each level. - Tumble checks and similar stuff only gives your AC for this action... no immunity. - Silver coins. Scarcely gold. Well... That's a SHORT excerpt. [/QUOTE]
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