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What options are you really happy you allowed into your game?
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<blockquote data-quote="Aus_Snow" data-source="post: 3671209" data-attributes="member: 29112"><p>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! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ).</p><p></p><p>So, these are the last d20 Fantasy house rules and inclusions that I can recall using:</p><p></p><p>[sblock]"Fewer absolutes" (thank you, Sean K. Reynolds)</p><p>Fate points (working quite a bit like Conviction from True20)</p><p>Armour as pure DR</p><p>Base Defence Bonus equal to BAB/2</p><p>Fractional BAB, BDB and saves</p><p>Facing</p><p>Training required, for many skills, feats, classes, etc.</p><p>Non-linear (also slower) XP progression</p><p>Scary amounts of class variants and replacements, many with new names, etc.</p><p>New and altered races, mostly homegrown</p><p>Feat per odd character level, rather than at the usual levels</p><p>Numerous new and altered feats, many homegrown</p><p>Background feats, only available at character level 1 - you also get a bonus one at that time</p><p>More skill points</p><p>Altered list of skills, along with the details for many of them</p><p>Complex skill checks</p><p>Skill challenges/stunts/maneouvres, primarily from the 'Book of Iron Might' and 'Iron Heroes'</p><p>Talent trees. . . essentially</p><p>Immortals Handbook appendix, for working out (IMO) more accurate CR, EL, LA, etc.</p><p>Buying off LA</p><p>Often nastier, but also more subtle and/or lingering poisons</p><p>Herbalism, drugs, medicine and so on are *far* more detailed, using various sources</p><p>Called shots, based on 'Torn Asunder: Critical Hits'</p><p>Accordingly, piecemeal armour (as well as more, and different, types)</p><p>Critical effects, mainly based on 'Torn Asunder: Critical Hits' and 'Advanced Player's Guide'</p><p>Many new and altered weapons (largely thanks to 'From Stone to Steel')</p><p>Weapon groups, custom-designed</p><p>AP values for some weapons (helps vs. armour)</p><p>More hit points ('vitality') to begin with, for all beings, gratis</p><p>Hit points divided into health levels (four of them), with increasing penalties down the spiral</p><p>More types of magic than arcane and divine, sectioned off and named differently</p><p>"Translucency" (partial transparency) across the magical divides.</p><p>Alternative massive damage threshold values</p><p>[Scaled] Fort save to recover from dying, not the usual percentage chance</p><p>Turning variant from 'Complete Divine'</p><p>Weapons, armour and other items break, rust, deteriorate, etc.[/sblock]*phew* <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>If there were more, that I can definitely remember using then, I'll add them to the sblocked list above.</p></blockquote><p></p>
[QUOTE="Aus_Snow, post: 3671209, member: 29112"] 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. [/QUOTE]
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