Your favorite 3rd party rules

Conner@Home

First Post
Ok, since this will be my second post, I'm officially not a lurker anymore!

I have not been playing D&D since I moved to NY, but I'm still in for reading until I can find the required time and a gaming group.

Eventually I'd like to create my own homebrew campaign, and some of the 3rd party books have some great additional/replacement rules.

A few of my favorites are:

Prestige Race options from Oathbound

The Heroic Paths from the Midnight setting ( good magic system too )

What are some of your favorites?
 

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This is slightly archaic, but my favorite third-party rule comes from Mongoose's Demonology: They tell you, clearly, that evil outsiders of 6 hit dice or more who die off-plane (from their native plane) are reborn on their native plane. That's something D&D has been hinting at forever, but we never once got a ruling on that. I'm glad somebody did give us one, and so well at that.
 

I liked the trade-in-experience-for-minor-abilites in the "Path of the ___" series by FFG, especially those in Path of the Sword. It allowed non-spellcasters to expend Exp. and gain abilities, so the Item Creating wizards didn't feel left behind.
 

I like options that make classes more flexible. My favorites are:

FFG's rules for Taint in Spells & Spellcraft (Sorcerers with draconic blood, faerie blood, and so on)
FFG's rules for variant forms of Bardic performances (dancing, juggling, and instrumental instead of singing), also in Spells & Spellcraft
Mongoose's Fighting style variants for Monks in Quintessential Monk
Mongoose's Druids of different environments in Quintessential Druid web enhancement
Monte's rules for Paladins of CG and NG alignment in Book of Hallowed Might (personally, I prefer this to Green Ronin's Holy Warrior)
 

Conner@Home said:
Ok, since this will be my second post, I'm officially not a lurker anymore!

According to the Open Post License, Section 4, sub-section 3, after your first post you can maintain partial-lurker status up to, through, but not including, your 100th post. Additionally, however, according to the en100(post) System License Guide, Section 9, paragraph 8, you can maintain that status if, and only if, you refrain from creating polls, posting in the HIVEMIND, requesting a community supporter utilize their search capabilities on your behalf, or complaining in anyway about the process or machinations of EN Board activities or upkeep. ;)





How do you like those rules...? :p
 

Re: Re: Your favorite 3rd party rules

According to the Open Post License, Section 4, sub-section 3, after your first post you can maintain partial-lurker status up to, through, but not including, your 100th post.

Damn. They fixed the loophole.

I guess that means I can't call myself a lurker any more, huh?

-Hyp.
 



Staffan said:
The psionics additions and remake of psionic combat from Mindscapes.

Ditto. Makes psionic combat much, much cleaner even though it's confused the hell out of my two psionic players.

Of course, this is largely because it's the first time in three years they've actually engaged in psionic combat...
 

Q. Rogue's "New Uses for Old Skills" section is great, as well as the rigging traps section.

I like the legendary class mechanic Path of the Sword. They actually seems more balanced than most PrC's written, despite the name.

Swords of Our Fathers is a superb system as well.

Mindscapes is perhaps the best rules revision out there.

The BOHM Paladin, and the BOEM II Sorc and Bard also see use in my campaign.

Q. Monk had some good parts, but the monk paths weren't terribly well thought out. Leap of the Clouds was constantly traded out for more powerful abilities, and there were some odd choices of abilities from certain schools to keep, like sumo wrestlers that still run at 90 ft a round.

Edit: I just got Character Customization this weekend, and it looks decent so far, though I haven't had the chance to look at it seriously.
 
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