3.5 Tier Fixing: Difference between revisions
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This is the practice of adjusting 3.5 mechanics, so 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 outright brewing up a whole new game. The more or less agreed-upon house rules from /tg/ for doing so are as follows. | |||
* | * All [[Tier System#Tier 1|Tier 1]] and [[Tier System#Tier 2|2]] classes are banned unless otherwise noted. Things [[Tier System#Tier 5|Tier 5]] 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 | * [[Druid#Druids in 3e & PF|Druids]] are okay if you use the [[Bard#3rd Edition|Bard]]'s spells per day table. Alternatively, you can replace druids with the [[Variant Ranger#Unearthed Arcana|Wildshape variant Ranger]]. | ||
* Fighters add 1/2 their level to weapon damage and | * [[Fighter#3rd edition|Fighters]] add 1/2 their level to weapon damage and 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 | * [[Rogue#Rogues in 3rd Edition|Rogues]] and [[Warlock#3.5|Warlocks]] merged together as a single [[Gestalt character|Gestalt]] class | ||
* Healer class uses the Spontaneous Divine Casters variant from | * [[Healer#Dungeons & Dragons 3rd Edition|Healer]] class uses the [https://web.archive.org/web/20221228135348/http://www.d20srd.org/srd/variant/classes/spontaneousDivineCasters.htm Spontaneous Divine Casters] variant from [[Unearthed Arcana#3e UA Content|Unearthed Arcana]]. | ||
[ | A note from a graybeard who has found that [[Cleric#Third Edition|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. | |||
==Links== | |||
* [https://archive.4plebs.org/tg/thread/24716456/#24716456 /tg/ thread archive] | |||
* Someone from the thread compiled the rules and homebrew from the above thread on [https://pastebin.com/ji4V1R0U Pastebin]. | |||
[[Category: Dungeons & Dragons]] |
Latest revision as of 09:59, 17 June 2023
This is the practice of adjusting 3.5 mechanics, so every class is within the same tier. It's a relatively easy way to "fix" D&D 3.5 to a reasonable level without outright brewing up a whole new game. The more or less agreed-upon house rules from /tg/ for doing so are as follows.
- All Tier 1 and 2 classes are banned unless otherwise noted. Things Tier 5 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. Alternatively, you can replace druids with the Wildshape variant Ranger.
- Fighters add 1/2 their level to weapon damage and 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.
Links[edit]
- /tg/ thread archive
- Someone from the thread compiled the rules and homebrew from the above thread on Pastebin.