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General Tabletop Discussion
*TTRPGs General
Which variant rules do you use, and why?
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<blockquote data-quote="Voadam" data-source="post: 2593484" data-attributes="member: 2209"><p>Spontaneous divine casters from UA. I prefer casters having more personalized spell lists, I dislike them having access to a whole class spell list, adding new divine spells is more balanced, and it quickens player prep for new days in the game.</p><p></p><p>Classes and variants from various splatbooks and AU.</p><p></p><p>I almost never call for skill rolls.</p><p></p><p>Hit points average round up for PCs. I don't want this to be random.</p><p></p><p>Eliminate preferred class and class skills. I don't like them, I want characters to meet their concepts more easily.</p><p></p><p>Anything sentient can be affected by mind affecting spells (treants, intelligent undead, etc.). Telepathy should work on all intelligent beings, so should charms that are not restricted by type.</p><p></p><p>Falling is accelerating damage up to 20d6. 10'=1d6, 20'= 1d6+2d6, 30'=1d6+2d6+3d6, etc.</p><p>Makes falling more serious and feels like more versimilitude to me.</p><p></p><p>I like AU multiclassing spell rules. I'm considering using them for D&D.</p><p></p><p>Multiclassing saves and BAB advance along good, medium, poor charts instead of starting from beginning for each class (i.e ftr1/brb1 has +3 fort saves). I prefer smoother multiclassing without wierd mathematical deviations from single classed characters.</p><p></p><p>I'm sure there are others.</p><p></p><p>I'm tempted to use base reflex save bonus from class as a dex AC enhancement.</p></blockquote><p></p>
[QUOTE="Voadam, post: 2593484, member: 2209"] Spontaneous divine casters from UA. I prefer casters having more personalized spell lists, I dislike them having access to a whole class spell list, adding new divine spells is more balanced, and it quickens player prep for new days in the game. Classes and variants from various splatbooks and AU. I almost never call for skill rolls. Hit points average round up for PCs. I don't want this to be random. Eliminate preferred class and class skills. I don't like them, I want characters to meet their concepts more easily. Anything sentient can be affected by mind affecting spells (treants, intelligent undead, etc.). Telepathy should work on all intelligent beings, so should charms that are not restricted by type. Falling is accelerating damage up to 20d6. 10'=1d6, 20'= 1d6+2d6, 30'=1d6+2d6+3d6, etc. Makes falling more serious and feels like more versimilitude to me. I like AU multiclassing spell rules. I'm considering using them for D&D. Multiclassing saves and BAB advance along good, medium, poor charts instead of starting from beginning for each class (i.e ftr1/brb1 has +3 fort saves). I prefer smoother multiclassing without wierd mathematical deviations from single classed characters. I'm sure there are others. I'm tempted to use base reflex save bonus from class as a dex AC enhancement. [/QUOTE]
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Which variant rules do you use, and why?
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