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Trailblazer for 3.5 - tell me what you know

Started by Kaiu Keiichi, January 07, 2013, 12:55:59 PM

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Kaiu Keiichi

It seems to be an elaborate set of houserules from the folks at Badaxe games.  There's a lot I like about it (easier caster multiclassing, boosts for monks, fighter changes, action points, nice way of dealing with save-or-die effects), but I have yet to test any of this.  Has anyone had experience with this product?

I'm gathering notes in prep for a possible PF game in the next few months.

Thanks!
Rules and design matter
The players are in charge
Simulation is narrative
Storygames are RPGs

Libertad

#1
Here's what I've got.

So there's these guys who realize that 3.X has a lot of balance problems.  Notably, spellcasters are too awesome, and noncasters don't get nice things.  The book is an attempt to address such issues.  One of the core mottoes is "the rules should support the way you play."

So the book is full of house rules, some meant to rebalance things, some meant to streamline and speed up play.  Think of it as a toolbox instead of a full system of rules to adopt.

Here are a few of my thoughts:

1st Level PCs are too vulnerable:  Solution, all PCs receive a hit point bonus equal to their full Constitution score.  So a 1st-level Human Wizard with 14 Constitution has 20 hit points instead of 6.  I like this, in that it makes it almost impossible to die from goblins and whatnot.

Grappling Rules Suck:  They combine all the 'Combat Maneuver' stuff into a single-roll mechanic.  Simpler than the normal rules (takes up 3/4ths of a page), but still too complicated to grok quickly.

Full Attacks miss too often: Iterative attacks use the same attack bonus.  Instead of a 0/-5/10/-15 penalty, it's 0/0/0/0.  This gives a much-needed boost to the martial classes.

Cross-class skills are too cumbersome: All skill points can be purchased on a 1-1 basis up to your character level.  If the skill's a class skill, you get a one-time bonus of +3 ranks.  This is great because it streamlines the calculation of skills.

They also have a method of handling the Big Six Magic Item problem, as well as the 15-minute adventuring day.  Haven't seen this yet.

"Boss" Encounters fall too quickly:  This is valid, in that the party effectively has 3-5 actions, while the "boss" has only one unless he's got minions.  The solution involves a number of separate hit point tracks for the "boss" equal to the number of PCs in the party, and when one track is reduced to 0 the PC can attack another track held by another ally.  I don't like this at all: it nerfs martial characters, while Save-or-Suck spells still retain their power.

TL;DR  Overall I liked many of the changes, but quite a few don't go far enough, and noncasters still don't get enough of a boost to solve Linear Warriors, Quadratic Wizards.

Caesar Slaad

I like the fighter and magic/save mods, but find all the multi class caster stuff pointless.  Unlike Wulf, I don't have a hate-on for prestige classes.
The Secret Volcano Base: my intermittently updated RPG blog.

Running: Pathfinder Scarred Lands, Mutants & Masterminds, Masks, Starfinder, Bulldogs!
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Planning: Some Cyberpunk thing, system TBD.

Garnfellow

I think it's extremely valuable in two respects: (1) the analysis of the math underlying the d20 system, and (2) a series of interesting houserules.

Once you have (1) in hand, it's much easier to pick from (2). Like CS, I don't necessarily agree with every solution put forward, but I appreciate that the rationales behind these solutions are transparent and logical.

I haven't used it whole hog as a replacement for 3.5e in any of my games, but it's probably a bit closer to my ideal 3.75e than Pathfinder.