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25

There is absolutely no reason to take exactly 3 levels of Fighter. Strictly Superior Alternatives Assuming you go by non-fractional saves/BAB – which I refuse to do personally, but it is the base rule – the level gives you ~5.5 HP, +1 BAB, +1 Ref, +1 Will, and 2+Int skill points. Taking Barbarian 1 at that point instead would get you ~6.5 HP, ...


25

Good News! There's actually a template for that in the official rules - see here. That link contains all the information on creating a lycanthrope template for any were-thingy you can think of :) The specific details for a were-rex follow. rule quotes are shown like this specific details will appear below them like this. Creating a Lycanthrope ...


19

It depends on your players and campaign style The problem, as you've noted, is that players start being able to do specific things really well. However, that's also the solution - force them to do new things. If your campaign is a dungeon crawl, this will be harder than if it's a city-based setting, but you have to remember that the PCs' actions shouldn't ...


16

I would argue that "mechanical character advancement" isn't necessary, but advancement as a whole is. Non-mechanical Character Advancement could fille this purpose. This could be accomplished not with dice and stats, but with abilities granted as plot points, character development by the player and the GM (GM's acknowledging character development is very ...


16

in one word - information. You can wish for (or perhaps simply learn) more about the past place/time you are travelling to: contacts, important information about future events, some soon-to-be invented tech... Knowing who will win a race is a good quick money; knowing some juicy gossip is a way to make friends, or blackmail someone; knowing who will be the ...


13

Really, there are more than two kinds. Open Fully point based, à la Hero System or GURPS: anything you can justify to the GM, you can (eventually) get. The problem is that such systems often overwhelm players and GM's with options, and often, some options may be mechanically useful but out of character, and taken anyway for the mechanical benefits alone. A ...


13

I've tried to modify my games to use a non-standard leveling system. Basically, it amounted to each character gaining an npc-class level halfway through leveling up, giving them appropriate skills, BaB, and hit dice, but denying them class features until they level up fully, including feats. While it was interesting, it came with three primary flaws. I ...


13

Restating my assumptions: You need to send your spirit back in time to possess your earlier self to avoid execution. You have two sidereal weeks to prepare for this. You have no consequences in the present for your actions. You are in a very large city with access to real spellcasters. This is the climax of your game, barring that: "Our goal is to alter ...


12

My character right now advances every, oh, 2-3 sessions, with an occasional 4- or 5-session lull when I'm hanging back and letting other characters take the spotlight. We play 2-hour sessions, though, so if you're playing 4-hour sessions, advancing every 1-2 sessions is about the same. If you want to slow down - and you might not! - my recommendation is to ...


12

If they have Safecracking 5 and there aren't any safes around, then that 5 doesn't matter; they're going to be falling back on their broader, lower-dice skills. They may get new skills out of that, but they'll be something different again. In order for them to actually progress beyond the point where they have made Skullduggery 2 obsolete, they'd have to ...


11

I strongly agree with the previous offers, information could be invaluable, as a mean of regaining gold quickly but also as an edge to complete your mission. Yet if as me you are more concerned by the numbers and crunches , I would like to extend on another alternative to the grafts... Tomes. It won't get you really far but you could probably locate one +2 ...


9

Sure you can, as long as you meet the prestige class’s prerequisites. The Commoner class does not have any special rules about its advancement, it’s just a particularly weak base class. It’s actually the easiest way to enter the Survivor prestige class (Savage Species), which requires that one’s highest base save bonus be lower than ...


9

In DnD 4e, characters tend to level every 8-10 or so encounters. Depending on the exact Encounter Level of each fight (or noncombat encounter (eg Trap). Faster if the encounters are above their Character level, slower if below, Also faster if they are getting XP for completing a story/dungeon/quest, and if you have any house rules like XP for good ...


9

The info you require are on the first pages of the Player's Handbook. In 3.5 (and I think in other editions as well), info is seperated in the books by the person they refer to. For example the experience points required to level up, is information that the players need and not the DM, that is why it is referenced in the Player's Handbook. This info is not ...


9

As @Drunken_Guy already pointed out, the table you are looking for is on page 22 of the Player Handbook, however I usually found more useful to simply apply the formula: exp for level X = X * (X - 1) * 500 For example, if you need to now the exp needed for level 3 then exp = 3 * 2 * 500 = 3000 or another example, for level 9 exp = 9 * 8 * 500 = 36000 ...


8

I think you've got a good start here - DFRPG sounds like a good match for you. Refresh works exactly as you're describing it - you give up control over your destiny in exchange for powers. I'm not up on Neverwhere, so I can't tell you how the traders get the powers in the fiction. But if that's not part of the source canon, go with whatever feels right ...


8

The idea of handing out additional stunts (or aspects - to be honest, I prefer new aspects as it creates a closer tie to the narrative of the game) is the most common within Fate systems (it's the primary mechanic in Starblazer in my mind). That said, one of the game's designers, Byron Kerr, has actually opined on this topic: Create characters as ...


8

If you prefer to stick by the rules, then all of a sudden the afflicted PC get several Hit Dice and increase in level adjustment (as per template). Recalculate his ECL and - guess what - award xp based on his new ECL. Furthermore, not only their xp gains are affected. He will obtain next level upon earning an xp total sufficient for being level ECL+1, which ...


8

Odd scores are worthless to you, since you’re primarily interested in your modifier (which halves the number and drops the fraction), and just about all bonuses to ability scores come in even numbers. So you’ll get the most immediate bang for your buck by upping the odd scores to the next (even) number. So +1 Cha, +1 Con, +1 Str, +1 Wis, probably ...


7

I've seen things like this done in most of the D&D games that I've played, actually. However, I've rarely seen it as any kind of hard-and-fast ruleset. There's a few systems that I've seen that are conducive to this: The d20 Modern Mutations System. This system lets you mutate your character using mutation points. 5 mutation points is worth roughly ...


7

The phrasing is, as I understand, shorthand for how many times you can acquire the talent - it means that at Rank 2 you can get one additional wound, three times; not three wounds at once. My groups have always ruled that each is treated as a separate advance, so if you have 600xp you can get 3 wounds, but if you only have 200xp you can get 1 wound and save ...


7

The Telekinetic discipline has 7 force techniques (as listed in Table 6-15) and a basic technique, Mind Over Matter (p171): this gives a total of 8 powers. They just haven't listed the basic technique in the table, which would lead to some confusion about there only being 7 powers.


6

Yes. Look at the Minmax Boards handbook index. This is where all the wizards threads migraded (after a stop over at brilliantgameologists.) Now, this index holds all of the handbooks developed for 3.5. I've found that a handbook is an excellent resource that reduces the number of choices I have to make during character creation, as the traps are neatly ...


6

3.5 had a fixed table with protected (non-OGL) hit point tables. Pathfinder was obviously not allowed to copy that, but they simplified the system a bit, while making it harder for lower level characters to close in on higher level characters. An in-depth explanation can be found in this article by Jonathan Drain at D20 Source: The big difference with ...


6

In the Dungeon Master's Book, the book contains instructions on how to level as per this link. If you're interested in having them level all the way to thirty, you'll need to grab the book "Heroes of the Fallen Lands". Characters created as part of the Red Box are first level characters as presented in HoFL. HoFL presents more options to the first level ...


6

You are correct Lots - mainly trying to somewhat reconcile both power utility and rate of gain across classes Though 3e classes do diverge in power (see What are "tiers", and what tier is each class?), the goal was for them not to - this flows into the "unlimited multiclassing" 3e provided as well, where you could take a level of any class and ...


5

From the previews that I've seen, they are available for any warlock. The key is that the powers are listed as "Warlock Level X" (Where X is the respective level). As long as you are a warlock, and are switching out a power of the appropriate level, it is allowed. I'm not so sure about the paragon path in the Dragon Magazine article. It has no ...


5

For my money, the real difference lies here: A class system, or any set of "splats" such as found in *WoD games, asks the player, "Do you want to play this or do you want to play that?" A point-construction system asks, "What do you want your character to be?" The difference is the same as the difference between multiple-choice and essay tests. In my ...


5

Gaming the Help System 1. Follow the Leader/AKA the Gandalf Effect Take the person with the highest stat, have them deal with the higher obstacle things, have the rest of the group each throw in Helping dice in order to get the advancements. The leader often will get nothing beyond a Routine test at best, but everyone else gets a good advancement out of ...



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