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General Tabletop Discussion
*TTRPGs General
Which variant rules do you use, and why?
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<blockquote data-quote="Ace" data-source="post: 2594411" data-attributes="member: 944"><p>My variants </p><p></p><p>#1 Keen and Improved Critical stack </p><p></p><p>Why? because it seems fair to me and it allows Critmonsters as a valid PC choice</p><p></p><p>#2 All Classes get a level based bonus to AC. This rule is under construction and may be varied</p><p></p><p>This bonus is as follows</p><p>Good: As good save </p><p>Medium: As medium save </p><p>Poor: As poor save </p><p></p><p>This allows me to reduce th eamount of magic armor I give out if I wish </p><p></p><p>#3 Feats come every odd level rather than over 3 levels</p><p>The progression is 1,3,5,7,9,11,13,15,17,19</p><p></p><p>This gives enough feats that characters seem better fleshed out and are more fun to play</p><p></p><p>#4 Each class gets +2 skill points </p><p></p><p>Same. All the DM's in my gaming circle use this now </p><p></p><p>#5 Each character must select a background. This gives 3 extra class skills, access to regional feats and a few bits of gear</p><p></p><p>This is under construction but its fun and balanced </p><p></p><p>#6 New Feats </p><p>Many </p><p></p><p>Everybody has more feats </p><p></p><p>#7 Shields are better</p><p>Tower -- Is Full Cover</p><p>Buckler +1AC</p><p>Light Shield +2AC</p><p>Heavy Shield +4AC</p><p></p><p>Non Magic shield get the shaft in most games. This makes them usefukk</p><p></p><p>#8 Revised MW rules </p><p></p><p>I like MW items </p><p></p><p> </p><p> #9 Action Points </p><p></p><p>This makes the game more swashbuckly </p><p></p><p>#10 New Core Classes</p><p>Mariner</p><p>Specialist </p><p>Mechant (under construction) </p><p>Adventuer</p><p>Sword Dancer </p><p></p><p>These fill nitches in my game world </p><p></p><p>#11 Many variant Classes</p><p></p><p>I like em </p><p></p><p>#12 All cost class skills cost 1 for 1 though maximums stay the same</p><p></p><p>This makes charcters a bit more versitile</p><p></p><p>#13 No XP</p><p></p><p>I just level everybody up after 3 or so session. Each of the Raise spells has a fixed time duration so if your buddy has been dead more than 3 days (more with certain magics) he isn't coming back. </p><p></p><p>This is a flavor choice and I dislike XP as a resource</p><p></p><p>#14 Power Components</p><p>These allow me to control magic items better and it workswith rule 13. I also require power compenents when spells require XP to cast</p><p></p><p>As above</p><p></p><p>#15 Class Mods </p><p>There are too many to list but I tweak classes as needed</p></blockquote><p></p>
[QUOTE="Ace, post: 2594411, member: 944"] My variants #1 Keen and Improved Critical stack Why? because it seems fair to me and it allows Critmonsters as a valid PC choice #2 All Classes get a level based bonus to AC. This rule is under construction and may be varied This bonus is as follows Good: As good save Medium: As medium save Poor: As poor save This allows me to reduce th eamount of magic armor I give out if I wish #3 Feats come every odd level rather than over 3 levels The progression is 1,3,5,7,9,11,13,15,17,19 This gives enough feats that characters seem better fleshed out and are more fun to play #4 Each class gets +2 skill points Same. All the DM's in my gaming circle use this now #5 Each character must select a background. This gives 3 extra class skills, access to regional feats and a few bits of gear This is under construction but its fun and balanced #6 New Feats Many Everybody has more feats #7 Shields are better Tower -- Is Full Cover Buckler +1AC Light Shield +2AC Heavy Shield +4AC Non Magic shield get the shaft in most games. This makes them usefukk #8 Revised MW rules I like MW items #9 Action Points This makes the game more swashbuckly #10 New Core Classes Mariner Specialist Mechant (under construction) Adventuer Sword Dancer These fill nitches in my game world #11 Many variant Classes I like em #12 All cost class skills cost 1 for 1 though maximums stay the same This makes charcters a bit more versitile #13 No XP I just level everybody up after 3 or so session. Each of the Raise spells has a fixed time duration so if your buddy has been dead more than 3 days (more with certain magics) he isn't coming back. This is a flavor choice and I dislike XP as a resource #14 Power Components These allow me to control magic items better and it workswith rule 13. I also require power compenents when spells require XP to cast As above #15 Class Mods There are too many to list but I tweak classes as needed [/QUOTE]
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Which variant rules do you use, and why?
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