So I got the EQ book and wanted to add certain elements to my game. You will probably need access to both the EQ book and the core rules to understand this thread.
Firstly added the mana system pretty much wholesale, some differences based on class I will go into later.
Added all EQ spells, changed schools to be in line with D&D. (this is a work in progress but its pretty simple, healing become conjuration etc.) gave all D&D spells a recast delay and mana cost. (This is a nightmare, some are really not balanced against the new system, but I don’t want to remove classics like fireball, wish, ect.)
Wizards and intelligence based casters learn and prepare spells as in EQ (including the reduced cost to write spells into there books.) Wisdom casters know all available spells and can prepare them at any time. (Basically like EQ but they have a full book of spells with no physical presence.) Charisma based casters learn spells as they do in D&D and do not need to prepare them at all. (They have no 8 slots.)
Added some skills, Alcohol Tolerance, Safe fall, Meditation, Knowledge Monster.
Changes to classes.
All classes follow the rules from the D&D PHB except for the modifications stated below.
Bards.
Changed these a lot, I really hate D&D bards.
Gave them 6 skill points per level, added Alcohol Tolerance, pick lock, disable device and safe fall to there class skills.
Added Sonic Resistance at level 2.
Added all the disciplines at there relevant levels.
They know a number of songs, (all from EQ, although may allow bard only spells from Song and silence later,) as a sorcerer. (Using the Sorcerer table from the D&D PHB)
All songs known count as prepared (i.e. they do not have 8 spell slots to worry about.)
The five "use instrument" skills are incorporated into perform.
Clerics.
Hardly any changes needed here, this was mainly to give the cleric in the game a bone.
Gave them 3 skill points per level, added Knowledge Local and Knowledge Arcana to there class skills.
Changed Their Spell casting to EQ system, they can cast any cleric spell from EQ or D&D.
Gave them a Divine power at 4th, 8th, 12th, 16th, 20th, 25th and 30th level. This is either from the cleric Devine Powers or any Cleric feat. (Definition of a cleric feat to be decided by me at the time of buying.)
Druids.
Unsure if these get enough improvement. I am biased anyway as I have never thought they were up to the power of clerics.
Added Alcohol Tolerance, Knowledge Area and Mediation to there Class skills.
Changed Their Spell casting to EQ system, they can cast any druid spell from EQ or D&D.
Gave them Track as a bonus feat at level 4.
Gave them a Wilderness Mastery power at 8th, 12th, 16th, 20th, 25th and 30th level. This is either from the Druid wilderness mastery Powers or any Druid feat. (Definition of a Druid feat to be decided by me at the time of buying.)
Monk.
Lots of alterations here, both from EQ and OA.
Added Alcohol Tolerance and Safe Fall to there Class skills.
Added Fire Resistance at 2nd level.
Added Round Kick at 3rd level.
Added Safe Fall (the bonus) at 4th level.
Added Ki Strike (silver) at 5th level. [ok, this was suggested on these boards a while back]
Added Feign Death at 7th level.
Added Dragon Punch at 12th level.
Added flying kick at 15th level.
Added counter punch at 19th level.
Added all the disciplines at there relevant levels.
Monks may buy the Double Attack feat after 9th level; it will not stack with their faster monk iteration though. (Ie it's pretty pointless for them.)
Monks may trade in any or all of the abilities of Stunning Attack, Deflect Arrows, Improved Trip, Feign Death, Flying Kick and Counter Punch for a martial art feat.
Monks may multi class Freely.
Rogue.
Added Alcohol Tolerance, Knowledge Local, Knowledge Criminals and Safe fall to there skill lists.
Added Sense traps at 2nd level.
Added an extra rogue ability. (from the rogue list or the EQ rogue list) at 5th and 25th level.
Added all the disciplines at there relevant levels.
Warrior
Gave them 3 skill points per level, added Alcohol Tolerance and Taunt to their class skills.
Added Taunt (the bonus) at 3rd level.
Added Area taunt at 19th level.
Added all the disciplines at there relevant levels.
Warriors may buy Double Attack at 10th level.
Paladin.
Gave them 3 skill points per level, added Taunt and Meditation to their class skills.
Changed Their Spell casting to EQ system, they can cast any paladin spell from EQ or D&D.
Added Poison Resistance at 2nd level.
Added Slay Undead at 4th level.
Added Improved lay on hands at 20th level. (note: this only works if they use all there lay on hands in one go.)
Added all the disciplines at there relevant levels Except Fearless. (Which they don’t need.)
Paladins may buy Double Attack at 14th level.
Ranger.
Another Class I fell was weak.
Gave them 5 skill points per level, added Alcholol Tolerance, Knowledge local, Knowledge Monster, Taunt and Meditation to their class skills.
Changed Their Spell casting to EQ system, they can cast any ranger spell from EQ or D&D.
Gave them a Good Ref save.
Added Fire and Cold Resistance at 2nd level.
Added all the disciplines at there relevant levels.
Gave them a Wilds Mastery power at 8th, 14th, 18th, 23rd and 28th level. This is either from the Ranger wilds mastery Powers or any Ranger feat. (Definition of a ranger feat to be decided by me at the time of buying.)
Rangers may buy Double Attack at 14th level.
Rangers may buy Weapon Specialisation in any Missile weapon at 10th level.
Wizard.
Gave them 4 skill points per level, added Meditation to their class skills.
Changed Their Spell casting to EQ system, they can cast any Wizard/enchanter/necromancer/magician spell from EQ or any wiz/sor spell from D&D.
Gave them a Wizard mastery power at 3rd, 9th, 15th, 21st, 24th, 27th and 30th levels.
This is either from the Wizard/enchanter/necromancer/magician Powers or any Arcane feat. (Definition of a arcane feat is a metamagic, spell creation or any feat wizards could buy with there bonus feat.)
Other Classes.
Nothing yet, getting round to them.
So far had one session using these rules.
Party has been pretty happy. (lets face it, this is all improvements so they should be.)
Group contains a 7th level Bard (overjoyed, he was on verge of quitting due to his class.) a 8th level Rng2/Rog3/Bar2/gladiator1 (he also GMs and is thinking of incorporating some of this.) 7th level wizard(enc) (likes the reduced cost of spells dosent really like mana systems, has played EQ before unlike the first two.) a 7th level cleric. (hes an intensve rules type, happiliy trying to break stuff at the mo, gust banned some feats in T&B that are horrible with a mana system due to him.) and a 6th level monk. (quote of the session, is it Christmas or did you overpower the encounter again?)
Will keep you posted how it goes if there seems to be interested.
Firstly added the mana system pretty much wholesale, some differences based on class I will go into later.
Added all EQ spells, changed schools to be in line with D&D. (this is a work in progress but its pretty simple, healing become conjuration etc.) gave all D&D spells a recast delay and mana cost. (This is a nightmare, some are really not balanced against the new system, but I don’t want to remove classics like fireball, wish, ect.)
Wizards and intelligence based casters learn and prepare spells as in EQ (including the reduced cost to write spells into there books.) Wisdom casters know all available spells and can prepare them at any time. (Basically like EQ but they have a full book of spells with no physical presence.) Charisma based casters learn spells as they do in D&D and do not need to prepare them at all. (They have no 8 slots.)
Added some skills, Alcohol Tolerance, Safe fall, Meditation, Knowledge Monster.
Changes to classes.
All classes follow the rules from the D&D PHB except for the modifications stated below.
Bards.
Changed these a lot, I really hate D&D bards.
Gave them 6 skill points per level, added Alcohol Tolerance, pick lock, disable device and safe fall to there class skills.
Added Sonic Resistance at level 2.
Added all the disciplines at there relevant levels.
They know a number of songs, (all from EQ, although may allow bard only spells from Song and silence later,) as a sorcerer. (Using the Sorcerer table from the D&D PHB)
All songs known count as prepared (i.e. they do not have 8 spell slots to worry about.)
The five "use instrument" skills are incorporated into perform.
Clerics.
Hardly any changes needed here, this was mainly to give the cleric in the game a bone.
Gave them 3 skill points per level, added Knowledge Local and Knowledge Arcana to there class skills.
Changed Their Spell casting to EQ system, they can cast any cleric spell from EQ or D&D.
Gave them a Divine power at 4th, 8th, 12th, 16th, 20th, 25th and 30th level. This is either from the cleric Devine Powers or any Cleric feat. (Definition of a cleric feat to be decided by me at the time of buying.)
Druids.
Unsure if these get enough improvement. I am biased anyway as I have never thought they were up to the power of clerics.
Added Alcohol Tolerance, Knowledge Area and Mediation to there Class skills.
Changed Their Spell casting to EQ system, they can cast any druid spell from EQ or D&D.
Gave them Track as a bonus feat at level 4.
Gave them a Wilderness Mastery power at 8th, 12th, 16th, 20th, 25th and 30th level. This is either from the Druid wilderness mastery Powers or any Druid feat. (Definition of a Druid feat to be decided by me at the time of buying.)
Monk.
Lots of alterations here, both from EQ and OA.
Added Alcohol Tolerance and Safe Fall to there Class skills.
Added Fire Resistance at 2nd level.
Added Round Kick at 3rd level.
Added Safe Fall (the bonus) at 4th level.
Added Ki Strike (silver) at 5th level. [ok, this was suggested on these boards a while back]
Added Feign Death at 7th level.
Added Dragon Punch at 12th level.
Added flying kick at 15th level.
Added counter punch at 19th level.
Added all the disciplines at there relevant levels.
Monks may buy the Double Attack feat after 9th level; it will not stack with their faster monk iteration though. (Ie it's pretty pointless for them.)
Monks may trade in any or all of the abilities of Stunning Attack, Deflect Arrows, Improved Trip, Feign Death, Flying Kick and Counter Punch for a martial art feat.
Monks may multi class Freely.
Rogue.
Added Alcohol Tolerance, Knowledge Local, Knowledge Criminals and Safe fall to there skill lists.
Added Sense traps at 2nd level.
Added an extra rogue ability. (from the rogue list or the EQ rogue list) at 5th and 25th level.
Added all the disciplines at there relevant levels.
Warrior
Gave them 3 skill points per level, added Alcohol Tolerance and Taunt to their class skills.
Added Taunt (the bonus) at 3rd level.
Added Area taunt at 19th level.
Added all the disciplines at there relevant levels.
Warriors may buy Double Attack at 10th level.
Paladin.
Gave them 3 skill points per level, added Taunt and Meditation to their class skills.
Changed Their Spell casting to EQ system, they can cast any paladin spell from EQ or D&D.
Added Poison Resistance at 2nd level.
Added Slay Undead at 4th level.
Added Improved lay on hands at 20th level. (note: this only works if they use all there lay on hands in one go.)
Added all the disciplines at there relevant levels Except Fearless. (Which they don’t need.)
Paladins may buy Double Attack at 14th level.
Ranger.
Another Class I fell was weak.
Gave them 5 skill points per level, added Alcholol Tolerance, Knowledge local, Knowledge Monster, Taunt and Meditation to their class skills.
Changed Their Spell casting to EQ system, they can cast any ranger spell from EQ or D&D.
Gave them a Good Ref save.
Added Fire and Cold Resistance at 2nd level.
Added all the disciplines at there relevant levels.
Gave them a Wilds Mastery power at 8th, 14th, 18th, 23rd and 28th level. This is either from the Ranger wilds mastery Powers or any Ranger feat. (Definition of a ranger feat to be decided by me at the time of buying.)
Rangers may buy Double Attack at 14th level.
Rangers may buy Weapon Specialisation in any Missile weapon at 10th level.
Wizard.
Gave them 4 skill points per level, added Meditation to their class skills.
Changed Their Spell casting to EQ system, they can cast any Wizard/enchanter/necromancer/magician spell from EQ or any wiz/sor spell from D&D.
Gave them a Wizard mastery power at 3rd, 9th, 15th, 21st, 24th, 27th and 30th levels.
This is either from the Wizard/enchanter/necromancer/magician Powers or any Arcane feat. (Definition of a arcane feat is a metamagic, spell creation or any feat wizards could buy with there bonus feat.)
Other Classes.
Nothing yet, getting round to them.
So far had one session using these rules.
Party has been pretty happy. (lets face it, this is all improvements so they should be.)
Group contains a 7th level Bard (overjoyed, he was on verge of quitting due to his class.) a 8th level Rng2/Rog3/Bar2/gladiator1 (he also GMs and is thinking of incorporating some of this.) 7th level wizard(enc) (likes the reduced cost of spells dosent really like mana systems, has played EQ before unlike the first two.) a 7th level cleric. (hes an intensve rules type, happiliy trying to break stuff at the mo, gust banned some feats in T&B that are horrible with a mana system due to him.) and a 6th level monk. (quote of the session, is it Christmas or did you overpower the encounter again?)
Will keep you posted how it goes if there seems to be interested.