3.5 Tier Fixing: Difference between revisions
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* Healer class uses the [http://www.d20srd.org/srd/variant/classes/spontaneousDivineCasters.htm Spontaneous Divine Casters variant from Unearthed Arcana]. | * Healer class uses the [http://www.d20srd.org/srd/variant/classes/spontaneousDivineCasters.htm Spontaneous Divine Casters variant from Unearthed Arcana]. | ||
[ | [https://desuarchive.org/tg/thread/24716456 /tg/ thread on desuarchive] | ||
A note from a graybeard who has found that Clerics can also be somewhat more balanced, and probably even used, in most campaigns: | A note from a graybeard who has found that Clerics can also be somewhat more balanced, and probably even used, in most campaigns: |
Revision as of 23:40, 3 February 2020
This is the practice of adjusting 3.5 mechanics such that every class is within the same tier. It's a relatively easy way to "fix" D&D 3.5 to a reasonable level, without having to outright brew up a whole new game. The more or less agreed-upon houserules from /tg/ for doing so are as follows.
- All Tier 1 and 2 classes are banned unless otherwise noted. Things tier five or below are generally not advisable unmodified. Everything else is acceptable without modification unless otherwise noted.
- Druids are okay if you use the Bard's spells per day table. Alternately, you can replace druids with the Wildshape variant Ranger.
- Fighters add 1/2 their level to weapon damage and to initiative rolls. They can do Full Attack with a mere standard action. They get 6 skill points (+Int) per level. But you'll still be better off giving up on vanilla fighters and go Warblade.
- Rogues and Warlocks merged together as a single Gestalt class
- Healer class uses the Spontaneous Divine Casters variant from Unearthed Arcana.
A note from a graybeard who has found that Clerics can also be somewhat more balanced, and probably even used, in most campaigns:
- Clerics are ok if using the Spontaneous Divine Casters variant rule (linked above) and the Bard's spells per day table.