What options are you really happy you allowed into your game?


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The D&D game I'm playing in is pretty fun because we've experimented with all kinds of races and classes. Almost the entire Complete series of alternate core classes has been touched on, as well as classes from several other sources. We used races from the Races of... series, including my two characters which were Eberron races (changeling and shifter.)

In the last game I ran, I used all kinds of alternate rules, but they weren't just options; they actually replaced several key core rules. I had alternate classes, action points, armor converting damage to subdual damage, sanity, and all kinds of other rules, and I think it all held together very well.

Another rule that makes so much sense that it should be default is fractional BAB and saving throws. It's particularly important in d20 Modern where multiclassing is more common, but even in D&D I think there's no reason not to use this rule.
 

Mort said:
Is this with the favored soul?

The variant for clerics and druids from Unearthed Arcana:
http://www.d20srd.org/srd/variant/classes/spontaneousDivineCasters.htm

Favored Souls from CD and Mystics from the Dragonlance CS do this as well but my groups have only chosen clerics and druids so far.

Is there something that does this with mages, or are you talking about Bo9S and the like?

Recharge magic from UA, modified slightly with house rules (no bonus spell slots for ability scores, spontaneous casters get improved non general casting time, fixed recharge times)

http://www.d20srd.org/srd/variant/magic/rechargeMagic.htm
 






Action points and combining skills (balance/tumble now acrobatics, spot/listen now notice, & move silent/hide now stealth).
 


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