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General Tabletop Discussion
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what variant rules do you use in your 3.5 game?
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<blockquote data-quote="igavskoga" data-source="post: 3890305" data-attributes="member: 41188"><p>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.</p><p></p><p></p><p></p><p>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"). </p><p></p><p>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.</p><p></p><p></p><p></p><p>I'm currently using a hybrid of Action Points and True20's Conviction (calling it the latter cuz, well, its a much cooler name <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=";)" />). 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.</p><p></p><p></p><p></p><p>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.</p><p></p><p>May be more of a drastic change than you're looking for, but we all love it so I figured I'd mention.</p><p></p><p> </p><p></p><p>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.</p><p></p><p>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.</p><p></p><p> </p><p></p><p>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.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="igavskoga, post: 3890305, member: 41188"] 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 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'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'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. 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. 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! [/QUOTE]
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what variant rules do you use in your 3.5 game?
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