Your Personal "3.75"

Reynard

aka Ian Eller
Supporter
I am currently hovering in the voidspace between "I'm sticking with 3.x" and "I'll give 4E a try". The announcement of Monte Cook's own "3.75" houserules being released as a cheap PDF got me thinking about how 3.x can still be "salvaged". So, in order to help inform my own opinion about my gaming future, and maybe find out about some interesting mechanics from 3rd party publishers, I ask:

What 3rd party rules would make it into your personal 3.75 (assuming you were staying with 3.x instead of moving to 4E)? What rules or subsystems or variants make the game more fun, easier to play and DM, or otherwise "better"? What parts of 3.x need replacing and what parts absolutely must stay?
 

log in or register to remove this ad

I can say I have already had this discussion with the players in my three campaigns, results were everyone except 1 person has voted for sticking with 3.xe rather then moving to 4e. With this decision we also agreed to start moving to our own campaign settings rather then sticking with purchased efforts.

As the DM I am currently dissecting rules from Arcana Evolved and the soon to be released "1-20 version of spell selection" from Monte Cook. I was going to do this by hand anyways, so it just makes more sense to save the time and pay for his work. From AE, I like the way Multi Class is handled especially with regard to spell casters, so I am working that into our setting. I am also changing Poison to work as a resistance, rather then cut and dry immunity. I have re-written some rules such as Artifact Spells already to be used in the system but waiting to see what Monte has done for final revisions.
 

Reynard said:
What 3rd party rules would make it into your personal 3.75 (assuming you were staying with 3.x instead of moving to 4E)? What rules or subsystems or variants make the game more fun, easier to play and DM, or otherwise "better"? What parts of 3.x need replacing and what parts absolutely must stay?

There is indeed no part that I feel absolutely must stay. The major thing that must go is the spell system as written. For me, it will be less of 'what will I add' but 'what will I cut'. About 50% or better of the core spells will go on the chopping block. I'm not even totally positive that I'll have 'spells' as we know them. It seems more likely that it will be collections of broader-based 'powers'. Or something. It will all derive from the world design and I dunno what that will be, yet.

At this point there is about, um, a 50/50 chance that I might 'have' to do my own '3.75'. If I do, I'll borrow liberally from Arcana Unearthed, Unearthed Arcana, True20, Blue Rose, Iron Heroes and Monte's various books. I'll probably borrow some from 4E as well.
 

WayneLigon said:
There is indeed no part that I feel absolutely must stay. The major thing that must go is the spell system as written. For me, it will be less of 'what will I add' but 'what will I cut'. About 50% or better of the core spells will go on the chopping block. I'm not even totally positive that I'll have 'spells' as we know them. It seems more likely that it will be collections of broader-based 'powers'. Or something. It will all derive from the world design and I dunno what that will be, yet.

The one thing I wish I had the time to do is a complete rewrite of the spell system using the psionics system as a template -- points, augmentation, redistribution based on effect, the whole shebang.

That, and cutting down the skill list through combination. This one isn't hard in and of itself, but it requires a lot of thinking about how it impacts other parts of the game.

Oh, and, from 4E, one idea (we haven't seen anything more than an idea at this point) I really like is not having prestige clases but instead having "paths" that open up new abilities. For example, you could have a "Dwarven Defender" ability tree (maybe eating up fighter bonus feats) that is accessible through getting the "Dwarven Defender" feat, which has the same prerequisites as the class. Switching progressions not only messes up the numbers -- ooh, look, a big fat Fort save bonus! -- but it can screw concepts if suddenly certain skills are no longer class skills (or the like).
 

Here is a start of variants and third party products. I'll add more later.

Fewer Absolutes (web article by Sean K Reynolds)

Unearthed Arcana
- Environmental Racial variants
- Class variants: several of them
- Specialist Wizard variant class abilities
- Weapon Groups
- Action Points
- Death and Dying
- Spontaneous Divine Casting

Complete Champion
- Spellless Paladin variant
- Spellless Ranger variant

Psychic's Handbook (Green Ronin)
Shaman's Handbook (Green Ronin)
Witch's Handbook (Green Ronin)
Knight (Hong's website)

Book of Iron Might (Malhavoc)
- Combat Maneuvers

Elements of Magic: Revised or Elements of Magic: Mythic Earth (EN Publishing)

Artificer's Handbook (Mystic Eye Games): Magic Item Creation

Hot Pursuit and Hot Pursut: On Foot (Adamant): chase rules

Star Wars
- Second Wind


Other
Races
- -Non-biological aspects removed from race

-- Rolemaster/HARP style adolescence/cultural packages that can be added to race providing ranks in common skills for that culture

Occupations:
add Occupations similar to d20 Modern, but have them grant a few bonus ranks.

Classes
- -Reduce the power of spellcasters at higher levels to balance with other characters (e.g., have them cast the equivalent of 6th spells at 18th level).

- -Classes w/ talent trees and bonus feats instead of set class abilities

- -Classes receive a minimum of 4 skill points

- - Classes don't provide automatic proficiency with armor and weapons, sneak attack, etc. Instead, a first level character gains a number of bonus feats based upon their initial class and is given a bunch of class feat choices (including armor and weapons) from which to choose those bonus feats. This prevents from multiclassing characters from dipping to acquire proficiency in all armor and weapons and requires them to gain such proficiency over time.


Saving Throws:
-- Characters use the same save progression, but receive a saving throw bonus (or bonuses based on their initial class).

Feats
--Replace Improved Unarmed Strike with Brawl, Combat MA, and Defensive MA feat trees
--Add Several Divine Feats (no persistant)
-- sneak attack, rage become feats.

Combat
- - Class based defense
- - Damage Track ( Currently, I use fatigued at 50% hit point loss, Exhausted at 75% hp loss. At 0 hp, use death and dying rules from Unearthed Arcana)

Magic (if keeping Vancian)
-- Remove Spells: Rope Trick; any spell detect/protection/smite/etc. Law or Chaos;
-- Revised Spells:
---- Spells that duplicate a skill (e.g, know direction, jump, spider climb) provide a skill bonus
---- Spells that have reduced effects or effects negated by the target's hit die or level are changed to staged effects determined by the degree of save failure
--
---- Summon Spells (Monster, Undead), Raise Dead, Resurrection become rituals.
-- Remove Wish and Miracle


Equipment
-Remove Sunrods, Tanglefoot bags,
-Remove Spiked chains, dire flails, etc.
-Remove halfling riding dogs
-Add Brigandine, lamellar , Leather Scale and Ring Armors
-Add Atatl, Boomerang, Blowgun, Bolas, Cutlas, Garrote, Khopesh Sword, Lucerne Hammer, Maul, Sabre, Staff sling various polearms from Ari's article in Dragon
- Add to the DMG: Butterfly Sword, Sai, Three section staff, Tonfa, War fan
 
Last edited:

The main thing I'd want to do in a "3.75" is chop up the monster generation rules so it's easier to build quick-and-dirty monsters 4e style without building them level by level, hit die by hit die, feat by feat; but I'd actually want to see the final 4e implementation of this before trying to make it work in 3/3.5e. I don't see any real reason it wouldn't work.
 

Replace the magic system for deffo. Someone somewhere on this board once said that of all the things that have been changed over the editions, the magic system is the on that's needed the most overhaul and yet is the one thing that has been left untouched. Sad but true. Point based magic just works better, it's more in keeping with the stories as well.

I like the 4E idea of replacing class abilities with feat trees. I'd take it further than just prestige classes though, I'd get rid of "classes" entirely. Base characters would start with X number of feats that they then use to buy even the basics like BAB and Save progressions. Mmm, race and level adjustment could work as well. Why do Humies get one more Feat at first level? Because they didn't spend one (or more) on a fancy race. It would require a bit of finessing to get right, but hey. A standard cost for a race would also make a designer look a little more closely at the races. Dwarves get a very sweet deal, free Feat, save bonuses, stability, etc. Heck, for a game that focusses so much on crawling through dark underground spaces stone cunning is a must.

Another good idea IMO is replacing saves with Reflex, Fort and Will target numbers for attackers. Quicker and simpler.

I'd like to see less "the spell works, you must have the correct counter spell or your stuffed" action. For instance: I still like Evard's Black Tentacles in general (great flavour) but it should be re-written so the tentacles have break DC or a base grapple or something that's caster level based so that non-magical folks can get through (if they're good enough.)

Less emphasis on magic Wal Marts. A GM can always run a campaign that way if they want but putting so much emphasis on it in the rules just encourages it.
 

Isn't there a book out there, IIRC the Magic Compendium, that breaks down magic into a simple building block system? I'd love to see it and see what they've done.
 


Iron Heroes is my 3.75 But I'm interested to see what this new Book of Experimental Might has to offer.

IH has it all: Cool maneuvers for PCs and NPCs, easy to make enemies/monsters via villain classes, no ridiculous Christmas tree characters or must have items, no implied setting, and plenty of room to house rule.

And if I wanted to add element of magic back into the game I'd probably write up my own system that was the d20 equivalent of Ars Magica.
 

Remove ads

Top