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<blockquote data-quote="Gaiden" data-source="post: 2048514" data-attributes="member: 103"><p>While I would say that the system is still d20, I have made quite a few changes to 3.5. Almost every change is incorporation of a mechanic or flavor from an earlier system (either 2.0 or 3.0) and is motivated by my sense of realism. For example, I include weapon proficiency slots, although I don't use the Unearthed Arcana version. I include facing rules from UA (although this is a total pain in the rear in terms of streamlining it with the host of splat material and 3rd party material out there). I keep the magnitude of DR in 3.0 but switch the DR-negation to 3.5 (makes iron golems mean mother F&[!ers.) I have edited about a 5th of the feats and have made minor changes to most classes.</p><p></p><p>The majority of my changes are personal balance preferences: I see no reason to delay turn undead for the paladin to 4th - I think 3rd level is fine, I see no reason to not give Monks evasion at 1st level, when a creature has an elemental subtype I make them take double damage from their opposition element, not 1.5x, I let haste function as 3.0 or 3.5 - your choice upon casting, etc., etc., etc. There are really only x mechanical changes I've made. The first, as mentioned above is the introduction of facing rules. I like this because it makes much more sense to me (sneaking up on a guard when his back is turned, "backstabbing", etc.). The second is the 3.0 cover rules. I like to define a specific amount of cover a person has - a flat bonus is not descriptive enough for me. The third is the maintaining of standard vs. partial actions. Too many situations arise because of my house rules that would require partial actions and since to me it is all semantics anyway, I keep them. The fourth is the acknowledgement of the convention and by definition the arbitrariness of rounds: the concept of rounds only applies to n parties where each of the n parties is involved in the combat, if party j comes along, each i'th party is treated as a noncombatant with respect to j meaning all that that entails (the possibility of a surprise round for j, etc.). The fifth, is the most drastic and is something I haven't completed yet: the reintroduction of spheres with major and minor access - this is the most mechanically involved in terms of keeping balance. I haven't even finalized the spell list for each sphere <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=":)" />.</p><p></p><p>If anyone is interested in the specifics I have been compiling them into microsoft files and can send them by email.</p></blockquote><p></p>
[QUOTE="Gaiden, post: 2048514, member: 103"] While I would say that the system is still d20, I have made quite a few changes to 3.5. Almost every change is incorporation of a mechanic or flavor from an earlier system (either 2.0 or 3.0) and is motivated by my sense of realism. For example, I include weapon proficiency slots, although I don't use the Unearthed Arcana version. I include facing rules from UA (although this is a total pain in the rear in terms of streamlining it with the host of splat material and 3rd party material out there). I keep the magnitude of DR in 3.0 but switch the DR-negation to 3.5 (makes iron golems mean mother F&[!ers.) I have edited about a 5th of the feats and have made minor changes to most classes. The majority of my changes are personal balance preferences: I see no reason to delay turn undead for the paladin to 4th - I think 3rd level is fine, I see no reason to not give Monks evasion at 1st level, when a creature has an elemental subtype I make them take double damage from their opposition element, not 1.5x, I let haste function as 3.0 or 3.5 - your choice upon casting, etc., etc., etc. There are really only x mechanical changes I've made. The first, as mentioned above is the introduction of facing rules. I like this because it makes much more sense to me (sneaking up on a guard when his back is turned, "backstabbing", etc.). The second is the 3.0 cover rules. I like to define a specific amount of cover a person has - a flat bonus is not descriptive enough for me. The third is the maintaining of standard vs. partial actions. Too many situations arise because of my house rules that would require partial actions and since to me it is all semantics anyway, I keep them. The fourth is the acknowledgement of the convention and by definition the arbitrariness of rounds: the concept of rounds only applies to n parties where each of the n parties is involved in the combat, if party j comes along, each i'th party is treated as a noncombatant with respect to j meaning all that that entails (the possibility of a surprise round for j, etc.). The fifth, is the most drastic and is something I haven't completed yet: the reintroduction of spheres with major and minor access - this is the most mechanically involved in terms of keeping balance. I haven't even finalized the spell list for each sphere :). If anyone is interested in the specifics I have been compiling them into microsoft files and can send them by email. [/QUOTE]
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