D&D 3E/3.5 what variant rules do you use in your 3.5 game?

GlassJaw

Hero
With 4E on its way, I didn't think I'd want to run a 3.5 game again until I was able to fully evaluate 4E. Pathfinder has changed that.

So I'm thinking about starting a Pathfinder 3.5 campaign but I definitely want to shake things up a bit. Here are some of my main priorities:

I definitely want to use a different magic system (possibly spell points or similar to Arcana Evolved) and action points. I'll probably tone the level of magic items down a tad, especially since I'll be using AP's. I might remove some of the more troublesome spells as well.

I definitely want to change the druid's wild shape. I might use the variant from the PHB2. I'm not a big fan of animal companions either, paladin's mount and familiar included. In my experience, they just seem to slow things down. I'd like to replace those abilities with something else.

Skill system - I definitely want to reduce the number of skills. I don't think I want to go so far as to use the SAGA system but at the minimum, I'll combine things like Spot & Listen and Hide & Move Silently.

So now that 3ed is firmly entrenched, what are your "core" rules changes that you've incorporated and now use for your campaigns?
 

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+ Cloistered Cleric
+ Psionics
+ Better high-level spell damage
+ Fate Points

- Common as a language

Otherwise, pretty vanilla.

Cheers, -- N
 

GlassJaw said:
I definitely want to use a different magic system (possibly spell points or similar to Arcana Evolved) and action points. I'll probably tone the level of magic items down a tad, especially since I'll be using AP's. I might remove some of the more troublesome spells as well.
I don't change the core magic classes, but I do allow alternate classes and mechanics if players want to use them. I personally don't like APs or 'low magic item' games (at least until high levels) but I do change or ban spells when they become troublesome.

GlassJaw said:
I definitely want to change the druid's wild shape. I might use the variant from the PHB2. I'm not a big fan of animal companions either, paladin's mount and familiar included. In my experience, they just seem to slow things down. I'd like to replace those abilities with something else.
I'll be using the wild shape variant from PHB2 in my next game also. I don't care for pets either, but I don't ban them. (I don't allow druids/rangers to 'trade out' their pets at later levels for better ones though) I do however offer kool alternate goodies to players who don't want pets, like bonus spells, better saves, bonus feats, etc...

GlassJaw said:
So now that 3ed is firmly entrenched, what are your "core" rules changes that you've incorporated and now use for your campaigns?
I also use the Turn Undead variant from Complete Divine, an abstract 'wealth point' system and a no XP 'you level up after accomplishing goals' system.
 

I use PirateCat's "action points instead of XP for crafting" rule. Also I use regular casting, but have an alternative as well. I allow sorcerers (only) to use a system where they can cast as much as they want to, but risk hurting themselves if they exceed a certain threshhold. It's based on S. John Ross's Unlimited Mana for GURPS, all d20-ified:

EDIT: Bah. URL didn't survive pasting. Here it is:
Code:
http://home.comcast.net/~jim.ade/ilium/HeirsOfEmpire.html#[[Unlimited%20Mana]]
 
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Frukathka said:
I'd like to know more.
Cone of Cold: d8/level
Polar Ray: d10/level
Meteor Swarm: fire damage is 6d10
Freezing Sphere is d8 too, I think, but no-one ever uses that.

Thus, at 12th level, Empowered Fireball = 15d6 (expected damage 52.5), while Cone of Cold = 12d8 (expected damage 54.0). After 12th level, Cone of Cold continues to improve. :)

I'm pondering improvement to Chain Lightning also, but the targeting benefit of that (and Horrid Wilting) is already excellent.

Cheers, -- N
 


I think at this point my homebrew is currently more house rule than not, but I'll briefly touch one your points just in case something I've done may prove useful.

I definitely want to use a different magic system

I am currently using the True Sorcery/BCCS system, but without a dedicated 20 level casting class. Instead, there are a number of 5 level casting disciplines (the prerequisite of which is a character Quality called Arcanist, which allows you to take levels in the class and gives you the Student of Magic feature). They all get thematic class abilities, their own casting skill (no more Magic Use for everything), and their own list of talents. They cannot learn talents off-list without paying a feat which permanently costs a point of Spell Energy (which you can get back in the usual way -- this essentially makes the process cost 2 feats without the clunkiness of saying "this feat costs 2 feats").

This is probably a bit more in depth than you want to go, but I mention it to illustrate how modular that system is. It is probably my favorite one so far. EoM is good but not what I was looking for. I've also considering filing the serial numbers off of the Expanded Psionics Handbook, breaking them down into separate specialist casters, and going that route. Beyond those three options I haven't found any other systems which grabbed me enough to want to use.

I'll be using AP's

I'm currently using a hybrid of Action Points and True20's Conviction (calling it the latter cuz, well, its a much cooler name ;)). The usual stuff is in there, adding to a d20 roll, emulating a feat, activating an ability, ignore DR for a round, and a number of other things. You get a pool of 5 points (increase to 8 via a feat), and PC's regain them at a rate of 1 per day most commonly with two other secondary ways to regain them.

I definitely want to change the druid's wild shape.

I've got an alternate Druid class (one of my player's is using it now in fact) which strips out spellcasting completely and installs an encounter-based Wildshaping mechanic (token-driven, similar but not quite the same as most of the token pools in Iron Heroes). The class has been a huge success so far and really rewards those players who are creative problem solvers.

May be more of a drastic change than you're looking for, but we all love it so I figured I'd mention.

Skill system - I definitely want to reduce the number of skills. I don't think I want to go so far as to use the SAGA system but at the minimum, I'll combine things like Spot & Listen and Hide & Move Silently.

While I thought SAGA was a step in the right direction in some aspects, there were nuances that really did not sit well with me. I've taken a nod from SAGA and combined certain skills (Spot + Search = Notice, Move Silently and Hide = Stealth, some others), retained Multiple Ability Dependency (Notice ranks add Wisdom Mod for spotting and Int mod for searching, Stealth ranks add Dex mod to Move Silently and Int mod for Hiding, etc), gave all of my classes a 2-4 point boost to their skill points, got rid of class skills (psychic and arcane skills are different of course), and give all characters a small pool of points and a small list of skills to represent "background" (y'know before you were a fighter and doing all those years of farm work). Overall it has also been very successful and, along with a few other chargen additions, really makes for vibrant, living characters right from first level.

I also took the "focused training" represented by class skill lists and the "improves through use" aspect of SAGA skills and created a small mechanic I call a character's Core Skills. They start with a certain amount (1+int mod) of skills they can designate as Core Skills, and these skills gain 1 free *rank* (subject to level cap) every even level.

So now that 3ed is firmly entrenched, what are your "core" rules changes that you've incorporated and now use for your campaigns?

Too many to list, we're always playing, tinkering, and tweaking. Hopefully the above will at least provide inspiration. If you (or anyone really) would like further detailed elaboration on any of the above, I'd be glad to continue the conversation over email or IM.

Good luck!
 

My 'standard' HRs to the normal Eberron setting are:

- Elements of Magic as an option
- Reserve Hit Points of CON score + level
- PirateCats Action Points for XP rules
- expanded Custom skill that replaces language, knowledge local, and a couple other things.
- expanded shopping rules that rely on Gather Info and DCs based on the GP limit


I go back and forth on whether to use Rich Burlew's diplomancy rules.
 

Nifft said:
I get the same page with and without the "#[[Unlimited%20Mana]]" suffix.

Cheers, -- N
Yeah, those links to specific TiddlyWiki entries are a bear. Just type "unlimited mana" in the search box. :)
 

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