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| Tenzhi05-08-04, 02:34 AM | This thread is a place for people to post deviations or "variants" of the normal rules for subsequent praise, ridicule, and theft... er... "borrowing." There will be no maintained member list. If I'm the only person who ends up posting deviant rules here it doesn't matter to me - I need a handy place to jot down ideas anyway and I'm perfectly used to people abhorring my deviant rules. Deviant Rule #1 The Attack of Opportunity shall be stricken from the rules. Spellcasting will default to a full-round action, with Quicken being reduced to +1 level and lowering casting time to a standard action. All associated feats will be modified or removed as necessary. Deviant Rule The Second Static saving throw DCs shall be implemented. Ability modifiers will no longer be added to saving throws, and save DCs will be relegated to one of three difficulties: Easy (15), Average (20), and Difficult (25). Most spell DCs will be Average. Deviant Rule III The simplification of skills. At character creation a character may choose a number of skills equal to his Intelligence modifier plus his class' number of skill points per level. Class skills chosen have ranks equal to character level; non-class skills chosen and class skills not chosen have ranks equal to 1/2 character level; non-class skills not chosen have zero ranks. 20 is the maximum number of base skill ranks one can achieve. Deviant Rule 4.0 Multi-classing will be replaced by the UA gestalt variant with the following changes: A character may double- or triple-class in any combination of the four primary classes (fighter, cleric, rogue, wizard). If a character’s favored class is one of the secondary classes, he may use that class in any double- or triple-class combination. If a character’s favored class is one of the primary classes, he may use it in conjunction with any other class as part of a double-class combination. A character with favored class: any may choose any combination of classes for double- and triple-classing. Characters who are double-classing require twice the XP to gain a level (as determined according to the Level Independent XP Award variant in UA) and triple-classed characters require thrice as much XP to gain a level. This works out to about LA +2 and LA +3.9 respectively. Deviant Rule This One BAB follows its normal progression past 20th level, but it maxes out at +20 - any bonus it would accumulate over +20 via normal progression instead becomes a damage bonus. Enhancement bonuses on armor and weapons can no longer exceed +5. Natural Armor and Armor bonuses no longer stack with each other. AC maxes out at 40 - any bonus beyond that is ignored or translated to DR at the DM's whims and fancies. Deviant Rule TROGDOR! Scribble out the 3E sizes of dragons in the MM and write in the 2E MM sizes (or something approaching them) - Great wyrms should have majesty. Deviant Rule Fighter There shall no longer be iterative attacks. At 7th level Fighters shall gain the Rapid-strike ability which allows them to gain one extra attack per round with a -2 to all attacks. Paladins and Barbarians shall gain the ability at 10th level. At 15th level Fighters gain the Greater Rapid-strike ability granting them another extra attack per round with a further -2 to all attacks. Deviant Rule Feats The feat list will be divided into 4 categories - General, Combat, Proficiencies, and Magic. Only warrior classes (those with a full BAB) will be able to gain feats from the Combat list (unless the feat is gained as a class ability) and only Spellcasters will be able to gain feats from the Magic list (again, unless it is gained as a class ability). |
| Tenzhi05-10-04, 10:03 AM | Deviant Rule Again: Jump I didn't like the jump rules, so I made them simpler and even more based off of movement/height. Here's the Long Jump distances & DCs (Additional modifiers for size: Fine +16, Diminutive +8, Tiny +4, Small +2, Large -2, Huge -4, Gargantuan -8, Colossal -16): Long Jump Distance DC < 1/4 base move 5 1/4 base move 10 1/2 base move 15 base move 20 1.5x base move 25 2x base move 30 For those in search of slightly more realistic distances, you might want to add 5 to the DCs. The Vertical Jump is based more off of creature size/vertical reach and uses the same size modifiers as the Long Jump. High Jump Distance* DC + <1/4 base vertical reach 5 + 1/4 base vertical reach 10 + 1/2 base vertical reach 15 + base vertical reach 20 + 1.5x base vertical reach 25 + 2x base vertical reach 30 + 3x base vertical reach 35 + 4x base vertical reach 40 * Distance added to vertical reach to determine total distance jumped. As an example: A medium creature has a vertical reach of 8 feet - to reach something 10 feet above them would be a DC of 10 (1/4 of 8 feet added to their base vertical reach). |
| Orcy The Green Wonder05-10-04, 10:10 AM | You know, there is the Varient Rules Foundation (http://boards1.wizards.com/showthread.php?s=&threadid=225909) wich you yourself have posted on. Orcy doesn't see the need for a second foundation of the same thing. Unless its just to get around the name "foundation" which you said you would never be a part of and are thus naming it an association to get around the fact that you are in a foundation ;) Then Orcy understands... maybe. |
| Tenzhi05-10-04, 10:17 AM | Honestly: I forgot about it. The AMAZING CREATORS foundation (and its lack of a Variant Rules branch) is what caused me to post this thread and the variant rules foundation thread completely skipped my mind. In the bastardized words of Yoda: When 10,000 years old you reach, remember as well you will not. ;) |