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==Other Rules== * [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Big_Fat_Squares] (changes ranges for bows and spells) * Multi-weapon [http://www.dnd-wiki.org/wiki/User:Tarkisflux/sandbox/Revised_Multi-Weapon_Combat] (something like this anyway) * Creature scaling [http://www.dnd-wiki.org/wiki/User:Tarkisflux/Rants/Revised_Creature_Scaling] * hit points [http://www.dnd-wiki.org/wiki/Better_Hit_Points_%283.5e_Variant_Rule%29] * saves [http://www.dnd-wiki.org/wiki/More_Stable_Saves_%283.5e_Variant_Rule%29] * full attacks [http://www.dnd-wiki.org/wiki/Better_Full_Attacks_%283.5e_Variant_Rule%29] (If you full attack all secondary attacks are at -5, otherwise as a standard action all secondary attacks are at -5,-10,-15 etc. Maybe rework this too.) * initiative [http://www.dnd-wiki.org/wiki/Better_Initiative_%283.5e_Variant_Rule%29] * level-based benefits [http://www.dnd-wiki.org/wiki/New_Level-Dependent_Benefits_%283.5e_Variant_Rule%29] (consider it) * spell points [http://www.dnd-wiki.org/wiki/Static_Spell_Points_%283.5e_Variant_Rule%29] (this would require a rather large amount of work to impliment but it is pretty awesome and removes my desire to rewrite the entire spells list) * spell points [http://www.dnd-wiki.org/wiki/Mana-Based_Spellcasting_%283.5e_Variant_Rule%29] (another to consider) * turning [http://www.dnd-wiki.org/wiki/CR-Based_Turning_%283.5e_Variant_Rule%29] * poisons [http://www.dnd-wiki.org/wiki/Better_Poisons_%283.5e_Variant_Rule%29] * counterspelling [http://www.dnd-wiki.org/wiki/Better_Counterspelling_%283.5e_Variant_Rule%29] (Rewrite it to "dispel" is a magical action any spellcaster can attempt, not a spell. You set the level and expend a spell of that level. Otherwise this is great.) * Armor gives you Damage Conversion which changes hp damage to "non-lethal" damage, making both healing & armor better. * Does havign the edge prevent opponents from making a 5' step w/o provoking? It should. * "Immediate Action" is a reaction. Why is it not called a Reaction? An opportunity attack is a reaction. Small, fast weapons allow you to make an OA 1/round without spending your Reaction. * All "magic" is a focus of the innate ability latent in all living beings. Some focus this into totally awesome fighting moves, some into reality-bending magic. Making it big and flashy means building up a pool of mana and spending it down, whereas others just tap into it a little at a time and cannot pool it up. All classes are magical; a mundane class is an NPC (the majority of the world). Sword masters grow up into super heroes. * Every other being uses Pathfinder build information with Tome combat rules. Magic is very rare among those using Pathfinder, and those who practice it do so like a newb. * Magic item bonuses should be quite varied (so I can have +1 Cha bracers and a +1 Cha tiara for a total of +2, each item having other things on it as well). But there should be limits as to how much of a boost you can get from the total of all bonus types. It hampers the game to have players try to get any many bonus types as possible to go well outside the range of the RNG, so stick with the RNG-friendly limits and relax on the bonus type limitations. This applies to ability score bonuses, damage, to-hit, hp, saves, etc. * Something needs to be done about chargen. Making a really strong human with a 16 Str should seem less stupid when compared to a dwarf with 20 Str. That 4 Str equates to the same to-hit bonuses gained from 2 levels or 2 feats. What's the human getting for making a more realistic character?
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