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General Tabletop Discussion
*TTRPGs General
Which variant rules do you use, and why?
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<blockquote data-quote="Shade" data-source="post: 2594475" data-attributes="member: 287"><p> <ul> <li data-xf-list-type="ul">Action points. The benefits of these are severalfold: greater risk-taking, higher cinematic action, an added element of luck, etc.</li> <li data-xf-list-type="ul">Sorcerers get a bonus bloodline feat or a few others (Eschew Material components, for example) at 1st, 10th, and 20th level. This makes them more than just spontaneous wizards.</li> <li data-xf-list-type="ul">No favored classes. A pointless, antiquated rule that exists only to make half-elves desirable (see next point).</li> <li data-xf-list-type="ul">No half-elf as a separate race. Play an elf or human, and say that one of your parents is the opposite.</li> <li data-xf-list-type="ul">Improved Crit stacks with keen and other effects. (We like the crits).</li> <li data-xf-list-type="ul">No death from massive damage. We forgot to use this from the get-go, so just continue to leave it out.</li> <li data-xf-list-type="ul">Death incurs XP deficit equal to halfway to next level, but never results in actual level loss. So many save-or-die effects would prevent level advancement...this just slows it down.</li> <li data-xf-list-type="ul">Revivify spell from Miniatures Handbook. Best. Spell. Ever. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </li> <li data-xf-list-type="ul">Variant classes are used. We like the variety.</li> <li data-xf-list-type="ul">Fumbles on natural 1. It helps balance the higher crits we use.</li> <li data-xf-list-type="ul">Characters must meet feat and prestige class prereqs without (nonpermanent) magical aid. This just feels right.</li> <li data-xf-list-type="ul">We use all the variant skill uses we can get our hands on. The more skill use, the better.</li> <li data-xf-list-type="ul">Vorpal effects allow a Fortitude save (DC 10 + 1/2 wielder's character level/Hit Dice + wielder's Strength modifier). This tones 'em down a bit.</li> <li data-xf-list-type="ul">Fortification armor is nerfed to light-25%, moderate-50%, heavy-75%. 100% fortification is not possible with magic items. Now rogues can actually participate at higher levels (as long as they aren't facing oozes, constructs, undead, etc.)</li> </ul></blockquote><p></p>
[QUOTE="Shade, post: 2594475, member: 287"] [list] [*]Action points. The benefits of these are severalfold: greater risk-taking, higher cinematic action, an added element of luck, etc. [*]Sorcerers get a bonus bloodline feat or a few others (Eschew Material components, for example) at 1st, 10th, and 20th level. This makes them more than just spontaneous wizards. [*]No favored classes. A pointless, antiquated rule that exists only to make half-elves desirable (see next point). [*]No half-elf as a separate race. Play an elf or human, and say that one of your parents is the opposite. [*]Improved Crit stacks with keen and other effects. (We like the crits). [*]No death from massive damage. We forgot to use this from the get-go, so just continue to leave it out. [*]Death incurs XP deficit equal to halfway to next level, but never results in actual level loss. So many save-or-die effects would prevent level advancement...this just slows it down. [*]Revivify spell from Miniatures Handbook. Best. Spell. Ever. :) [*]Variant classes are used. We like the variety. [*]Fumbles on natural 1. It helps balance the higher crits we use. [*]Characters must meet feat and prestige class prereqs without (nonpermanent) magical aid. This just feels right. [*]We use all the variant skill uses we can get our hands on. The more skill use, the better. [*]Vorpal effects allow a Fortitude save (DC 10 + 1/2 wielder's character level/Hit Dice + wielder's Strength modifier). This tones 'em down a bit. [*]Fortification armor is nerfed to light-25%, moderate-50%, heavy-75%. 100% fortification is not possible with magic items. Now rogues can actually participate at higher levels (as long as they aren't facing oozes, constructs, undead, etc.) [/list] [/QUOTE]
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Which variant rules do you use, and why?
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