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Post by Brix on Dec 1, 2007 3:27:12 GMT -5
We use two rules from unearthed arcana in our game: Reserve Points Reserve Point are good for the game speed in general. You don't need to pause for days between a combat, which often would cause narrative problems (what is the villian doing in the meantime) Action Points Actions Points are good for cineastic action, and to help PCs surrive in some situations.
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Post by beastman on Dec 1, 2007 8:51:43 GMT -5
well we do use some homebrew rules, but since you mentioned "official" ones in your post here is what we use:
- racial substitution levels (all RacesOf-books) - alternate class features (UA, PHB2) - flaws & traits (UA) - spontaneous divine caster (UA) - affiliations (PHB2) - retraining rules (PHB2)
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Post by brasten on Dec 7, 2007 18:21:43 GMT -5
I use Action Points as well, but from Eberron which aren't nearly as wild as what can be done with the UA rules. More like d20 Modern's but with a cap on the total, discourages hoarding. Best use of AP has been the auto stabilize. That drastically reduced the low level fatalities. Savage Progression Levels, see www.wizards.com/default.asp?x=dnd/arch/sp . While ECL is still out of whack IMO, it's a good way to allow players to run things like Bugbears, Lizardfolk, Drow, and the occasional Pixie at lower levels.
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Post by Brix on Dec 10, 2007 13:04:05 GMT -5
Yes! One of my PCs became a vampire, so the rules came in quite handy. It would not have been possible to continue to play him in any other edition. We had fun, and it was quite a nice roleplaying experience.
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