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What I like about D&D 1,2,3 and how it influenced my houserules
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<blockquote data-quote="Raven Crowking" data-source="post: 3268734" data-attributes="member: 18280"><p>Complete rip-off of Star Wars d20, by way of Unearthed Arcana, and modified to my own uses. </p><p></p><p></p><p></p><p>The modifiers are -4, -2, 0, +2, +4. </p><p></p><p>It isn't my main goal to reproduce the <em>rules</em> from earlier editions that I liked, but to reproduce the <em>effects of those rules</em> on the game I am running. So mooks don't generally get Vitality; you can mow them down more easily. They are worth fewer XP (did I mention that I prefer an objective XP system?). Like early D&D humanoids, most orcs are simply there to die.</p><p></p><p>The initiative system I am using is 1d10, roll each round, count down initiative. Initiatives over 20 allow an extra action, so that a character who rolls 21 gets to go on 21 and 1. Initiatives lower than 0 don't go until the next turn (if you roll a -4, you go on count 16 of the next round, but you also roll init that round). Slow monsters therefore may take several rounds to attack, and the spells Slow and Haste can simply modify init.</p><p></p><p></p><p>EDIT: Related to this, I decided that finesse weapons do not require a feat to use with Dex, Power Attack is automatically possible using weapon skills (no feat required), and not every weapon is conducive to Quickdrawing. (Unless you're a really good artist <img src="http://www.enworld.org/forum/images/smilies/laugh.png" class="smilie" loading="lazy" alt=":lol:" title="Laughing :lol:" data-shortname=":lol:" /> )</p><p></p><p>I also revised Epic feats so you can gain them earlier, and made a number of other modifications that aren't specifically tied to liking anything from a particular edition.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3268734, member: 18280"] Complete rip-off of Star Wars d20, by way of Unearthed Arcana, and modified to my own uses. The modifiers are -4, -2, 0, +2, +4. It isn't my main goal to reproduce the [i]rules[/i] from earlier editions that I liked, but to reproduce the [i]effects of those rules[/i] on the game I am running. So mooks don't generally get Vitality; you can mow them down more easily. They are worth fewer XP (did I mention that I prefer an objective XP system?). Like early D&D humanoids, most orcs are simply there to die. The initiative system I am using is 1d10, roll each round, count down initiative. Initiatives over 20 allow an extra action, so that a character who rolls 21 gets to go on 21 and 1. Initiatives lower than 0 don't go until the next turn (if you roll a -4, you go on count 16 of the next round, but you also roll init that round). Slow monsters therefore may take several rounds to attack, and the spells Slow and Haste can simply modify init. EDIT: Related to this, I decided that finesse weapons do not require a feat to use with Dex, Power Attack is automatically possible using weapon skills (no feat required), and not every weapon is conducive to Quickdrawing. (Unless you're a really good artist :lol: ) I also revised Epic feats so you can gain them earlier, and made a number of other modifications that aren't specifically tied to liking anything from a particular edition. RC [/QUOTE]
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