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General Tabletop Discussion
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D&D Older Editions
what variant rules do you use in your 3.5 game?
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<blockquote data-quote="jdrakeh" data-source="post: 3903710" data-attributes="member: 13892"><p>I've been thinking about this myself, lately. Reading The Slayers d20 got me started and watching Krull this morning pretty much hammered the final nail home. D&D magic is convenient, easy to grasp, and easy to teach to new players. It isn't, however, particularly <em>magical</em>. That whole "learned by rote" thing gets in the way of unique, individual, magic being custom-tailored to a given character. </p><p></p><p>Watching Krull, I realized I wanted a magic system that would allow for a character to have access to some incredibly powerful magic (such as the ability to momentarily stop time) without being a walking arsenal of spells. When reading The Slayers d20, I realized that I wanted a magic system that could do "Blow Up a House" fireballs without requiring the character to be Epic Level in stature. </p><p></p><p>Luckily, the magic system in The Slayers d20 can be easily tweaked to do both of these things (where the default D&D system really <em>can't</em>). So impressed was I that I ordered a second copy of the rulebook in question (you can grab it for like $10, new, at Noble Knight Games).</p></blockquote><p></p>
[QUOTE="jdrakeh, post: 3903710, member: 13892"] I've been thinking about this myself, lately. Reading The Slayers d20 got me started and watching Krull this morning pretty much hammered the final nail home. D&D magic is convenient, easy to grasp, and easy to teach to new players. It isn't, however, particularly [i]magical[/i]. That whole "learned by rote" thing gets in the way of unique, individual, magic being custom-tailored to a given character. Watching Krull, I realized I wanted a magic system that would allow for a character to have access to some incredibly powerful magic (such as the ability to momentarily stop time) without being a walking arsenal of spells. When reading The Slayers d20, I realized that I wanted a magic system that could do "Blow Up a House" fireballs without requiring the character to be Epic Level in stature. Luckily, the magic system in The Slayers d20 can be easily tweaked to do both of these things (where the default D&D system really [i]can't[/i]). So impressed was I that I ordered a second copy of the rulebook in question (you can grab it for like $10, new, at Noble Knight Games). [/QUOTE]
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what variant rules do you use in your 3.5 game?
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