Aus_Snow
First Post
Hm, this could take a while. . . and some feat of memory, for that matter. Regardless, I was pleased with the results of my decisions (even if I thereafter promptly nicked off to a different system!
).
So, these are the last d20 Fantasy house rules and inclusions that I can recall using:
[sblock]"Fewer absolutes" (thank you, Sean K. Reynolds)
Fate points (working quite a bit like Conviction from True20)
Armour as pure DR
Base Defence Bonus equal to BAB/2
Fractional BAB, BDB and saves
Facing
Training required, for many skills, feats, classes, etc.
Non-linear (also slower) XP progression
Scary amounts of class variants and replacements, many with new names, etc.
New and altered races, mostly homegrown
Feat per odd character level, rather than at the usual levels
Numerous new and altered feats, many homegrown
Background feats, only available at character level 1 - you also get a bonus one at that time
More skill points
Altered list of skills, along with the details for many of them
Complex skill checks
Skill challenges/stunts/maneouvres, primarily from the 'Book of Iron Might' and 'Iron Heroes'
Talent trees. . . essentially
Immortals Handbook appendix, for working out (IMO) more accurate CR, EL, LA, etc.
Buying off LA
Often nastier, but also more subtle and/or lingering poisons
Herbalism, drugs, medicine and so on are *far* more detailed, using various sources
Called shots, based on 'Torn Asunder: Critical Hits'
Accordingly, piecemeal armour (as well as more, and different, types)
Critical effects, mainly based on 'Torn Asunder: Critical Hits' and 'Advanced Player's Guide'
Many new and altered weapons (largely thanks to 'From Stone to Steel')
Weapon groups, custom-designed
AP values for some weapons (helps vs. armour)
More hit points ('vitality') to begin with, for all beings, gratis
Hit points divided into health levels (four of them), with increasing penalties down the spiral
More types of magic than arcane and divine, sectioned off and named differently
"Translucency" (partial transparency) across the magical divides.
Alternative massive damage threshold values
[Scaled] Fort save to recover from dying, not the usual percentage chance
Turning variant from 'Complete Divine'
Weapons, armour and other items break, rust, deteriorate, etc.[/sblock]*phew*
If there were more, that I can definitely remember using then, I'll add them to the sblocked list above.

So, these are the last d20 Fantasy house rules and inclusions that I can recall using:
[sblock]"Fewer absolutes" (thank you, Sean K. Reynolds)
Fate points (working quite a bit like Conviction from True20)
Armour as pure DR
Base Defence Bonus equal to BAB/2
Fractional BAB, BDB and saves
Facing
Training required, for many skills, feats, classes, etc.
Non-linear (also slower) XP progression
Scary amounts of class variants and replacements, many with new names, etc.
New and altered races, mostly homegrown
Feat per odd character level, rather than at the usual levels
Numerous new and altered feats, many homegrown
Background feats, only available at character level 1 - you also get a bonus one at that time
More skill points
Altered list of skills, along with the details for many of them
Complex skill checks
Skill challenges/stunts/maneouvres, primarily from the 'Book of Iron Might' and 'Iron Heroes'
Talent trees. . . essentially
Immortals Handbook appendix, for working out (IMO) more accurate CR, EL, LA, etc.
Buying off LA
Often nastier, but also more subtle and/or lingering poisons
Herbalism, drugs, medicine and so on are *far* more detailed, using various sources
Called shots, based on 'Torn Asunder: Critical Hits'
Accordingly, piecemeal armour (as well as more, and different, types)
Critical effects, mainly based on 'Torn Asunder: Critical Hits' and 'Advanced Player's Guide'
Many new and altered weapons (largely thanks to 'From Stone to Steel')
Weapon groups, custom-designed
AP values for some weapons (helps vs. armour)
More hit points ('vitality') to begin with, for all beings, gratis
Hit points divided into health levels (four of them), with increasing penalties down the spiral
More types of magic than arcane and divine, sectioned off and named differently
"Translucency" (partial transparency) across the magical divides.
Alternative massive damage threshold values
[Scaled] Fort save to recover from dying, not the usual percentage chance
Turning variant from 'Complete Divine'
Weapons, armour and other items break, rust, deteriorate, etc.[/sblock]*phew*

If there were more, that I can definitely remember using then, I'll add them to the sblocked list above.
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