Arkhandus
First Post
Reynard said: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).
Hrm. I've tried condensing the skill list a bit before. Frex:
[sblock]Acting - Cha - Bluff, Disguise, Perform (Acting)
Agility - Dex - Balance, Escape Artist, Perform (Dance), Tumble
Beastmaster - Cha - Animal Empathy, Handle Animal, Ride
Chirurgeon - Wis - Heal, also involves anatomical knowledge useful for attacking
Cipher - Int - Decipher Script, Forgery, Innuendo, Read Lips
Climb - Str - Climb
Concentration - Con - Concentration
Craft (variable) - Int - Appraise, Craft
Influence - Cha - Diplomacy, Gather Information, Intimidate, Perform (Vocals)
Knowledge (variable) - Int - Knowledge
Language (variable) - Int - Speak Language
Manipulation - Dex - Disable Device, Open Lock, Perform (Instruments), Pick Pocket
Mysticism - Int - Alchemy, Scry, Spellcraft, Use Magic Device
Perception - Wis - Listen, Search, Sense Motive, Spot
Profession (variable) - Wis - Profession
Sneak - Dex - Hide, Move Silently
Striding - Str - Jump, also used to improve running
Survival - Wis - Intuit Direction, Use Rope, Wilderness Lore (Survival in 3.5)
Swim - Str - Swim[/sblock]
I've also been working on my set of 'ultimate' 3E classes, using the PHB, PsiHB, and OA as the base; samurai renamed and expanded as a 'knight' class, sohei similarly tweaked as a 'zealot' class, and each class gaining several Path abilities. They can change Paths when desired, but some of the Paths have minor or intermediate prerequisites. Each Path has some automatic benefits for those who take it, but changing Paths in a particular class can only be done once every few levels or so, and only with the DM's permission since each Path represents undertaking a different kind of training, study, devotion, or practice.
Each class has numerous Paths, and the Paths for each class are separate (a multiclass elven Bard/Fighter, for example, might simultaneously pursue the Bladesinger Path with their Bard class levels and the Weapon Master Path with their Fighter class levels). Each class gets a Minor Path Ability at 1st, 3rd, and 7th-level, and a Major Path Ability at 11th, 15th, and 19th-level, but otherwise they vary in how many Path abilities they gain (Fighters, for example, gain the addition of Path Mastery at 20th-level, if they stick with the same Path all the way; otherwise they just get another Major Path Ability at 20th; whereas Bards get a Least Path Ability at every level, which could be spellcasting or something else).
I've nearly finished a few of these classes too, though I haven't worked out the details on the Path ability choices that will be available to every Path just yet. What I do have done will be posted in Houserules at some point when I finish enough for it to be worthwhile. Soon.

But in general, since I'm kinda poor and don't own many 3rd-party books, I don't really integrate 3rd-party material into my 3E games, except when I'm actively using those 3rd-party books wholesale. I generally run 3.0, 3.1, or 3.25; in other words, I run the 3.0 D&D rules as written but sometimes tweak a few of them with houserules, and other times I integrate major changes to classes, races, and other material, but even then I still keep the core mechanics of 3.0. And occasionally I integrate a tiny bit of 3.5 material, like the Book of Nine Swords in my most recent campaign.
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