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<blockquote data-quote="Arkhandus" data-source="post: 4036417" data-attributes="member: 13966"><p>Hrm. I've tried condensing the skill list a bit before. Frex:</p><p>[sblock]Acting - Cha - Bluff, Disguise, Perform (Acting)</p><p>Agility - Dex - Balance, Escape Artist, Perform (Dance), Tumble</p><p>Beastmaster - Cha - Animal Empathy, Handle Animal, Ride</p><p>Chirurgeon - Wis - Heal, also involves anatomical knowledge useful for attacking</p><p>Cipher - Int - Decipher Script, Forgery, Innuendo, Read Lips</p><p>Climb - Str - Climb</p><p>Concentration - Con - Concentration</p><p>Craft (variable) - Int - Appraise, Craft</p><p>Influence - Cha - Diplomacy, Gather Information, Intimidate, Perform (Vocals)</p><p>Knowledge (variable) - Int - Knowledge</p><p>Language (variable) - Int - Speak Language</p><p>Manipulation - Dex - Disable Device, Open Lock, Perform (Instruments), Pick Pocket</p><p>Mysticism - Int - Alchemy, Scry, Spellcraft, Use Magic Device</p><p>Perception - Wis - Listen, Search, Sense Motive, Spot</p><p>Profession (variable) - Wis - Profession</p><p>Sneak - Dex - Hide, Move Silently</p><p>Striding - Str - Jump, also used to improve running</p><p>Survival - Wis - Intuit Direction, Use Rope, Wilderness Lore (Survival in 3.5)</p><p>Swim - Str - Swim[/sblock]</p><p></p><p>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.</p><p></p><p>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).</p><p></p><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Arkhandus, post: 4036417, member: 13966"] 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. :D 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. [/QUOTE]
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