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seen Aug 6 at 13:30

Aug
9
comment Vast and expanded realistic combat system
[Warning - My 2 Cents] I have dabbled in homebrew rules that added more realism to the game and have noticed that they sound better on paper than in real life. Usually you and your players will hit a wall, where the rules start stifling the fun in the game. It will become an exercise in math and variables rather than strategy, tactics, and role playing. I would recommend that you run your rules by your players first, and ask for feedback. They may reject some rules as over-complicated while embracing others.
Aug
9
comment Looking for Urban Adventures (for a fantasy RPG)
Though the answers thus far are great, I think the Freeport series is what I'm looking for.
Aug
8
comment Looking for Urban Adventures (for a fantasy RPG)
I've read through some samples of the Freeport series on the True20 website. Which adventures would you suggest for urban fighting, political intrigue, and espionage?
Aug
8
comment 3.5e Variant Rules
I'm glad you shared you're experience. One of my players is running a Wizard/Rogue character and is enjoying Spell Points well. I'm curious to know how the Sorcerer benefits from this system. Spell Points are a huge boon for Wizards.
Aug
4
comment 3.5e Variant Rules
That is a very good point about 'tweaking' monsters and encounters to use DR. It will be an extra bit of work. I will need to come up with a system for dealing with this mechanic so that it is as smooth as the original AC mechanic. Otherwise, I have ran some of my house rules by the players and they seem interested in using them.