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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="Griffith Dragonlake" data-source="post: 3891852" data-attributes="member: 40379"><p>Spontaneous spellcasters incur non-lethal damage equal to spell level + caster level each time they cast a spell. They may cast as many spells as they wish provided they have the hit points.</p><p></p><p></p><ul> <li data-xf-list-type="ul">New Race: Quarterælfr treat as d20 Halfelves.</li> </ul> <ul> <li data-xf-list-type="ul">New Race: Halfælfr treat as d20 Elves</li> </ul> <ul> <li data-xf-list-type="ul">New Race: Ælfr treat as d20 Half-Celestial/High, Gray, Wood, or Wild Elf.</li> </ul> <ul> <li data-xf-list-type="ul">New Race: Halfdvergr treat as d20 Dwarves.</li> </ul> <ul> <li data-xf-list-type="ul">New Race: Dvergr treat as Earth Dwarves (UA).</li> </ul> <ul> <li data-xf-list-type="ul">New Race: Halftroll treat as Half-Ogre (Tome of Horrors).</li> </ul> <ul> <li data-xf-list-type="ul">New Race: Hippokentaur treat as medium-sized Centaurs.</li> </ul> <ul> <li data-xf-list-type="ul">Barbarian class from CONAN RPG.</li> </ul> <ul> <li data-xf-list-type="ul">Borderer class from CONAN RPG.</li> </ul> <ul> <li data-xf-list-type="ul">Troubadour treat as Bard with divine spells devoted to Venus.</li> </ul> <ul> <li data-xf-list-type="ul">Skald treat as Savage Bard from UA.</li> </ul> <ul> <li data-xf-list-type="ul">Clerics are either Cloistered (UA) or are Lawful Clerics of War (“Chaplains”).</li> </ul> <ul> <li data-xf-list-type="ul">Fighters gain Bluff and Sense Motive as class skills. They also gain a bonus fighter feat at each level.</li> </ul> <ul> <li data-xf-list-type="ul">No Monks.</li> </ul> <ul> <li data-xf-list-type="ul">Paladins are a prestige class (UA).</li> </ul> <ul> <li data-xf-list-type="ul">Wilderness Rogues (UA) are available.</li> </ul> <ul> <li data-xf-list-type="ul">Sorcerers cannot Summon Familiars but instead receive Eschew Materials, Empower Spells, Enlarge Spells, Extend Spells, Heighten Spells, Maximise Spells, Quicken Spells, and Widen Spells for free.</li> </ul> <ul> <li data-xf-list-type="ul"><a href="http://www.enworld.org/showthread.php?t=186598" target="_blank">The Magus</a> replaces Wizards.</li> </ul> <ul> <li data-xf-list-type="ul">There are no fighter-unique feats. For example, anyone who has a BAB +4 and weapon focus can take weapon specialisation.</li> </ul> <ul> <li data-xf-list-type="ul">Weapon Finess does not exist as a feat per se. Instead Everyone gets weapon finesse for free for all light weapons.</li> </ul> <ul> <li data-xf-list-type="ul">Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, and Whirlwind Attack require a 13 Dex not Int. Fighters and Paladins make swap out heavy armour proficiency with combat expertise during initial character creation.</li> </ul> <ul> <li data-xf-list-type="ul">Dodge grants a +1 dodge bonus versus all melee attacks.</li> </ul> <ul> <li data-xf-list-type="ul">Silent Spell, Still Spell, and Spell Mastery do not exist.</li> </ul> <ul> <li data-xf-list-type="ul">Toughness adds +1 hit point per level and is retroactive.</li> </ul> <ul> <li data-xf-list-type="ul">Armour provides DR, not AC</li> </ul> <ul> <li data-xf-list-type="ul">Shields provide a cover bonus to AC and saving throws</li> </ul> <ul> <li data-xf-list-type="ul">1-handed mass weapons (axe, hammer, mace, etc.) grant 1½ × Str bonus to damage</li> </ul> <ul> <li data-xf-list-type="ul">2-handed mass weapons (axe, hammer, mace, etc.) grant 2 × Str bonus to damage</li> </ul> <ul> <li data-xf-list-type="ul">When a character runs out of hit points, any further damage incurred is taken as temporary Con ability score damage instead of 0 or negative hit points.</li> </ul> <ul> <li data-xf-list-type="ul">Action Points (UA).</li> </ul> <ul> <li data-xf-list-type="ul">Helms account for 50% of DR if equal to or less than the body armour DR and 33% if greater than the body DR [c.f. AD&D DMG]. Full (Heavy) Helms have a -5 penalty to appraise, craft, decipher script, forgery, listen, open lock, search, sleight of hand, and spot checks. Open Face (Medium) helms have a -2 penalty to appraise, craft, decipher script, forgery, open lock, search, sleight of hand, & spot and a -5 penalty to listen checks. These penalties are in addition to armour check penalties (take the worst of helm & armour)</li> </ul> <ul> <li data-xf-list-type="ul">Haven't tried yet: Reputation, Honour, and Combat Facing.</li> </ul></blockquote><p></p>
[QUOTE="Griffith Dragonlake, post: 3891852, member: 40379"] Spontaneous spellcasters incur non-lethal damage equal to spell level + caster level each time they cast a spell. They may cast as many spells as they wish provided they have the hit points. [LIST]New Race: Quarterælfr treat as d20 Halfelves.[/LIST] [LIST]New Race: Halfælfr treat as d20 Elves[/LIST] [LIST]New Race: Ælfr treat as d20 Half-Celestial/High, Gray, Wood, or Wild Elf.[/LIST] [LIST]New Race: Halfdvergr treat as d20 Dwarves.[/LIST] [LIST]New Race: Dvergr treat as Earth Dwarves (UA).[/LIST] [LIST]New Race: Halftroll treat as Half-Ogre (Tome of Horrors).[/LIST] [LIST]New Race: Hippokentaur treat as medium-sized Centaurs.[/LIST] [LIST]Barbarian class from CONAN RPG.[/LIST] [LIST]Borderer class from CONAN RPG.[/LIST] [LIST]Troubadour treat as Bard with divine spells devoted to Venus.[/LIST] [LIST]Skald treat as Savage Bard from UA.[/LIST] [LIST]Clerics are either Cloistered (UA) or are Lawful Clerics of War (“Chaplains”).[/LIST] [LIST]Fighters gain Bluff and Sense Motive as class skills. They also gain a bonus fighter feat at each level.[/LIST] [LIST]No Monks.[/LIST] [LIST]Paladins are a prestige class (UA).[/LIST] [LIST]Wilderness Rogues (UA) are available.[/LIST] [LIST]Sorcerers cannot Summon Familiars but instead receive Eschew Materials, Empower Spells, Enlarge Spells, Extend Spells, Heighten Spells, Maximise Spells, Quicken Spells, and Widen Spells for free.[/LIST] [LIST][URL=http://www.enworld.org/showthread.php?t=186598]The Magus[/URL] replaces Wizards.[/LIST] [LIST]There are no fighter-unique feats. For example, anyone who has a BAB +4 and weapon focus can take weapon specialisation.[/LIST] [LIST]Weapon Finess does not exist as a feat per se. Instead Everyone gets weapon finesse for free for all light weapons.[/LIST] [LIST]Combat Expertise, Improved Disarm, Improved Feint, Improved Trip, and Whirlwind Attack require a 13 Dex not Int. Fighters and Paladins make swap out heavy armour proficiency with combat expertise during initial character creation.[/LIST] [LIST]Dodge grants a +1 dodge bonus versus all melee attacks.[/LIST] [LIST]Silent Spell, Still Spell, and Spell Mastery do not exist.[/LIST] [LIST]Toughness adds +1 hit point per level and is retroactive.[/LIST] [LIST]Armour provides DR, not AC[/LIST] [LIST]Shields provide a cover bonus to AC and saving throws[/LIST] [LIST]1-handed mass weapons (axe, hammer, mace, etc.) grant 1½ × Str bonus to damage[/LIST] [LIST]2-handed mass weapons (axe, hammer, mace, etc.) grant 2 × Str bonus to damage[/LIST] [LIST]When a character runs out of hit points, any further damage incurred is taken as temporary Con ability score damage instead of 0 or negative hit points.[/LIST] [LIST]Action Points (UA).[/LIST] [LIST]Helms account for 50% of DR if equal to or less than the body armour DR and 33% if greater than the body DR [c.f. AD&D DMG]. Full (Heavy) Helms have a -5 penalty to appraise, craft, decipher script, forgery, listen, open lock, search, sleight of hand, and spot checks. Open Face (Medium) helms have a -2 penalty to appraise, craft, decipher script, forgery, open lock, search, sleight of hand, & spot and a -5 penalty to listen checks. These penalties are in addition to armour check penalties (take the worst of helm & armour)[/LIST] [LIST]Haven't tried yet: Reputation, Honour, and Combat Facing.[/LIST] [/QUOTE]
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