View Full Version : variants!
so...would this be an appropriate place to post rules variants? such as, say, variant D&D3.5 classes?
:D
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BattleNymph
12-12-2006, 02:21 PM
I would imagine so. What's a variant?
a houserule/homebrew version of something appearing in the published rules.
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carmachu
12-12-2006, 03:09 PM
Dumbass, I think its the only place you could post variants...
JasonStarfire
12-12-2006, 03:13 PM
I'm still working on my variant Commoner... :bricks:
Stephane
12-12-2006, 03:30 PM
Obviously, you're looking for something to differentiate the Variants from the other conversations.
I think you're looking more for a nomenclature than anything else..
So I propose using the thread title for an identifier such as :
Variant: PrC Wilderness Ranger
Cranky Dog
12-12-2006, 03:46 PM
I'm still working on my variant Commoner... :bricks:
Is it to late to ask for an Epic Commoner?
Cranky Dog
"I want some epic NPC class opinions, international!"
carmachu: :p
jason: is your variant commoner gonna use parz's massed fire rules? :>
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SilverDragon
12-12-2006, 03:56 PM
Iron Heroes did a great fix for NPC classes in the Mastering Iron Heroes book.
what did it consist of?
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SD Anderson
12-12-2006, 04:38 PM
I would imagine so. What's a variant?
Variant rule, as was noted. Example: Fixing Sorcerers a little. Say allowing them to acquire two spells instead of one when they 'break' a spell level barrier by advancing to a new character level.
One is open to the player's choice with GM approval. The other MUST be a utility spell of some sort.
The purpose would be to help get the sorcerer out of the ]artillery trap'. As the party advances if the sorcerer doesn't commit the first new high level spell to something combat useful, the increased CR of foes will make that a dangerous choice for the party as a whole.
Of course taking combat spells primarily reduces the character's chances of developing into anything else than walking magical artillery unit.
Adding a mandatory utility spell gives the class options.
Kalzazz
12-12-2006, 04:42 PM
Recent DnD game proved that massed fire rules are completely unnecessary
Mid-high level badguy (maybe 14 or so), vs 1 mid level PC (9) and 1000 low level NPC (like 1-3) soldiers armed with muskets
Said badguy also had a hostage, but negotiations broke down
Badguy, 'Now, your just going to let me go governor, or the girl gets it'
Governor (PC), 'No, I cant do that. The girl is better off dead than in your clutches. So release her or I order the attack'
Badguy, 'You dont mean that'
Governor, 'Im sorry you feel that way. All units, open fire!'
Badguy did not survive. Nor did girl. And I learned this was NOT how Im supposed to handle hostage negotiation. Oops
carmachu
12-12-2006, 04:48 PM
As long as your not the girl, its the perfect way to handle negotiations. It establishes you dont bluff....
Archer
12-13-2006, 12:26 AM
As long as your not the girl, its the perfect way to handle negotiations. It establishes you dont bluff....
Yep, a guy is only a hostage if you care whether he lives or dies.
SilverDragon
12-13-2006, 12:17 PM
what did it consist of?
ed
It bumped down the combat prowess of NPC classes besides Warrior (which was converted for Iron Heroes) while giving them different options based on class. For example at 20th level Aristocrat they have only 6d6 hit dice, low combat abilities, but a handful of Political Mastermind feats. Commoners and Experts get bumps to Craft skills and a few feats that go along with that. Etc...
SilverDragon
12-13-2006, 12:19 PM
Yep, a guy is only a hostage if you care whether he lives or dies.
The technical term for a hostage if you aren't concerned with them surviving the encounter is actually: Meatshield
Kalzazz
12-13-2006, 12:32 PM
Well, at the time both IC and OOC I had no clue who the girl was except the badguy wantedher, so with that knowledge I decided under no circumstances was the badguy getting the girl alive to use for whatever evil scheme he had in mind (the badguy himself I knew was just a throwaway mook of the Greater Evil)
Later I learned OOC who the girl was, and while my character would have acted the same, I myself would have preferred to instead offer the badguy the use of my dungeons torture chamber so he could spend some quality time with said girl, because simply dieing under a volley of musket fire was way to nice an end for her, she got off lucky
On a related note, as a hostage negotiator my characters pertinent skills were at 1d20+1
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