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<blockquote data-quote="Stormonu" data-source="post: 9575854" data-attributes="member: 52734"><p>I don't have to imagine, I pulled the trigger and got my own version printed.</p><p>[spoiler]</p><p>[ATTACH=full]395230[/ATTACH]</p><p>[ATTACH=full]395231[/ATTACH]</p><p></p><p>[ATTACH=full]395232[/ATTACH]</p><p>[/spoiler]</p><p></p><p>Too many changes to list fully, but I ended up rewriting just about everything, taking 2014 5E and pulling in everything from 2E & 3E that I felt fit.</p><p></p><p>Some of the bigger changes:</p><p></p><p>Anything that was a proficiency (weapon, armor, shield) was turned into a skill group, and each class has some skill they can get Expertise in (and with Expertise, it only applies to two subskills). For example, the Fighter can get Expertise in Melee Combat(Blades).</p><p></p><ul> <li data-xf-list-type="ul">Proficiency Bonus starts at +0 and goes up +1 every 3 levels.</li> <li data-xf-list-type="ul">No multiclassing with class swapping. Multiclassing is instead handled by feats.</li> <li data-xf-list-type="ul">Huge rewrites of the Monk and Ranger. The monk can gain Stances and can customize Ki ability selection much like spellcasters choose to prepare spells. Rangers can be build like a battlemaster (Martial path) or partial spelluser (Druid path). Added custom Ranger-only manuevers based on enemy selection that are generally useful but better against certain creatures (kind of like how Smite does extra damage to fiends)</li> <li data-xf-list-type="ul">Added Battlemage (Fighter/Wizard hybrid) and Psion as base classes.</li> <li data-xf-list-type="ul">More options for everything</li> <li data-xf-list-type="ul">Went back to fixed ability modifiers for races.</li> <li data-xf-list-type="ul">Spellcasting is a bit more difficult to pull off and Saves/Spell attacks have critical/fumble rules.</li> <li data-xf-list-type="ul">20 on any roll is auto-success. 1 on any roll is auto-fail.</li> </ul></blockquote><p></p>
[QUOTE="Stormonu, post: 9575854, member: 52734"] I don't have to imagine, I pulled the trigger and got my own version printed. [spoiler] [ATTACH type="full"]395230[/ATTACH] [ATTACH type="full"]395231[/ATTACH] [ATTACH type="full"]395232[/ATTACH] [/spoiler] Too many changes to list fully, but I ended up rewriting just about everything, taking 2014 5E and pulling in everything from 2E & 3E that I felt fit. Some of the bigger changes: Anything that was a proficiency (weapon, armor, shield) was turned into a skill group, and each class has some skill they can get Expertise in (and with Expertise, it only applies to two subskills). For example, the Fighter can get Expertise in Melee Combat(Blades). [LIST] [*]Proficiency Bonus starts at +0 and goes up +1 every 3 levels. [*]No multiclassing with class swapping. Multiclassing is instead handled by feats. [*]Huge rewrites of the Monk and Ranger. The monk can gain Stances and can customize Ki ability selection much like spellcasters choose to prepare spells. Rangers can be build like a battlemaster (Martial path) or partial spelluser (Druid path). Added custom Ranger-only manuevers based on enemy selection that are generally useful but better against certain creatures (kind of like how Smite does extra damage to fiends) [*]Added Battlemage (Fighter/Wizard hybrid) and Psion as base classes. [*]More options for everything [*]Went back to fixed ability modifiers for races. [*]Spellcasting is a bit more difficult to pull off and Saves/Spell attacks have critical/fumble rules. [*]20 on any roll is auto-success. 1 on any roll is auto-fail. [/LIST] [/QUOTE]
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