3.5 Tier Fixing: Difference between revisions

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One night /tg/ was reading Karl Marx and decided the [[Tier System|class system]] was a sham -- not because it isn't true (it is), but because people should be able to play a fighter without being out-gunned by skinny old men in pointy hats.
This is the practice of adjusting 3.5 mechanics such that every class is within the same [[Tier System|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.


* Use Tier 3 classes unmodified; Tiers 1 & 2 are the 'why do I need to be in a party?' superstars.
* 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 spell slots; or ditch Druids and use Wildshape Rangers instead.
* 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.  Or give up on vanilla fighters and go Warblade.
* 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 should be merged.
* Rogues and Warlocks merged together as a single [[Gestalt]] class
* Healer class uses the Spontaneous Divine Casters variant from d20SRD.
* Healer class uses the Spontaneous Divine Casters variant from Unearthed Arcana, viewable at d20srd[http://www.d20srd.org/srd/variant/classes/spontaneousDivineCasters.htm].


[http://archive.foolz.us/tg/thread/24716456/#24716456| /tg/ thread on archive.foolz.us]
[http://archive.foolz.us/tg/thread/24716456/#24716456| /tg/ thread on archive.foolz.us]

Revision as of 20:43, 11 June 2013

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, viewable at d20srd[1].

/tg/ thread on archive.foolz.us