Disclaimer
I know this isn't what some people want from a game (see: Tome Game). I already get that. That is why the Tomes are there - to make people happy who want that kind of game. Posting that this game isn't a Tome game is therefore a waste of time. Likewise, telling everyone that you enjoy your badass Tier 1 pwnage is an interesting piece of trivia, but not really applicable here. These rules are intended to be used to rebalance and scope the game when used together, the only thing they need to do is meet this goal, not some other goal for which they are not suitable.
What I can tell you is that the system as a whole seems to work, is not rocket launcher tag and seems to be a viable alternative. Some of the longer-standing issues appear reduced or resolved with this system. Oh, this has only been tested with 3.5 PHB and DMG Core, no other spatbooks. Once I hammer out the issues with core, I can look at the splats on a case by case basis and base changes to what the splats provide to stay within the spirit of these rules.
Goal: End the 15-minute day, tear down Tier 1
- Spellcasters of every type use the sorc spells known table (+ bonus known for high INT). Pick any spells you want, mix and match divine vs arcane. On conflict use higher spell level (ref bard legend lore vs wizard version).
- Remove Vancian concept of spells/day or spell memorization. No spellbooks required.
- Spellcasters have mindspace equal to caster level +1. There is no way to change or augment this
- Spell durations are (almost always) indefinite - basically most spells have a duration of "while maintained". It costs mindspace = spell level to maintain a spell
- Healing spells are just like any other spell, which means, yes, you can heal everyone in or after every fight provided you have mindspace to cast the spell
- Eliminate all scrolls, wands, potions and any "charged item" - these skew caster power and screw with WBL (more on that below)
- Wands are now craftable at level 3 (see WBL) but have new effect: reduce mindspace of a single spell by 1 (to a limit of mindspace 1). Make as many wands as you wish to you MCP limit (see below)
- Staffs are craftable at level 5 (see WBL) and reduce midspace of multiple spells by 1 (to a limit of mindspace 1). Wizard types will probably want to carry a staff and buff the crap out of it over time, to the limit of what they can afford.
- 0-level spells cost 0.5 mindspace to maintain
- Spell range is short unless specified in the spell description (impacts some spells that create permanent effects)
- Note that some spells that have duration "permanent" (eg wall of stone and iron) are simply no longer permanent. These spells use mindspace same as any other spell.
- Other problematic spells (like gate, planar ally, planar binding) have been fixed to eliminate wealth and wish loops. Wish is currently not allowed as it is very problematic, but solutions are being kicked around.
- Eliminate all mundane (unpriced) material components (alternatively, every caster has Eschew Materials for free). Expensive/priced component costs remain. Any spell with an XP cost costs that much in gems (any quality/type) instead.
- Dropping a maintained spell is a swift action
- No spell failure for armor. Must have one hand completely free for spell somatic components (completely free = buckler/targe or empty handed)
- You may note this eliminates cleric domains and removes gods from everyday adventuring life. This is working as intended. Chacters can believe their power is divine if they want, or individual worlds can handle it in a specific fashion.
- This also eliminates druids. Again this is part of the Teir 1 teardown. If you want to be a druid, take foresty spells and skills, which I guess brings us to polymorph...
- Polymorph: (1) caster gets naked (2) caster buffs as needed, then casts polymorph (3) put on all items wearable in new form (4) All stats remain at base level as-is +/- items that are wearable in new form (5) caster has outward appearance of new form, size, mundane movement and respiration capabilities. Caster gains no Ex, Su or Sp abilities of new form (6) AC = casters previous AC + size mod for new size - items no longer applicable. No Nat armor granted though the caster may appear to have a very thick hide, it does not protect any better than plain old skin. (7)caster can maintain spells he has already cast regardless of form. Caster cannot cast new spells unless new form is capable of intelligent speech (eg the creature is described as having a known language it can physically speak). There is no Natural Spell.
- No quickened spell feat
- A number of other spells are adjusted to make sense with the "use at will" approach to spellcasting, but most are as written.
- Cohort casters that are adventuring with their masters will dedicate no more than 20% of their available mindpsace to buffing the player character master, rounded up (so a 9th level caster cohort, with 10 mindpsace will be glad to spend 2 mindspace (eg a second level spell or 2 firsts) on their master. Cohorts will keep defensive spells active on their persons in a manner approximate to the manner in which player casters typically do (so if a caster hits 5th and runs displacement in every battle, you can be sure his cohort will as well). This has the net effect of preventing cohort abuse while still having a person aiding the party.
- Each character can take any craft feat desired, though non casters have no use for most of the item crafting feats
- Each character gets magic craft points (MCP) per WBL table
- Each character can scribe "runes" of any spell he would qualify for if he were a caster (eg fighter lvl 5 knows Fly rune, as it is a 3rd level spell)
- Each character is free to distribute his MCP's by scribing runes on any masterwork item (ring, boots, cape, gem, whatever). Slots and affinity and general crafting rules apply. Level limits on pluses to items continue to apply.
- Such an item is runed for and works only for the person that scribed the rune. Fighter lvl 5 can scribe a Fly rune on his sword and fly, but if he hands his sword to Cleric, it is just a masterwork sword. Selling a magic item runed or not therefore is just like selling a masterwork item.
- You can pull your runes off an item and move them around, reconfig runes or use new runes you have learned. It takes a week to do this per item. (still working on timing here)
- In rare cases, it is possible to find an item with "residual MCPs" - sword of your father, grand heroic sword or whatnot. As a rule of thumb, no item will ever have more residual MCP than 10% of the average party ECL's WBL amount. Example: 5th level characters have WBL 9000gp = 9000 MCP, so if such a fabled item is found it should have no more than 900 residual MCP. These MCP are transferred to the person claiming the item and can be used in any way the player sees fit. (This was added b/c the MCP approach to magic items meant the party could never find "a really cool item in a horde". This is a compromise rule that seemed to make everyone happy - a small bump in power temporarily. hand this out too much and you are right back where we started. This is still something of an issue. YMMV)
- Crafting using MCPs does not require expenditure of XPs.
- Gold is just that, gold, and can be used for whatever you use gold for. Since there is no buying or selling of magic items, about the best it can be used for is making masterwork items for later runing, keep building, bribing or the like
- Prices on AC enhancement items are 20% cheaper (each + of bonus on armor is cheaper)
- melee types and classes are buffed along Tome lines, though not as tough since casters are getting a nerf. Some of these buffs are class features, other require activation via Action Point.
- No more feat trees, feats scale by level
- Melee types gain renewable Action Points that can be spent to do tome-like things - 1 point per melee level (typical use: a hit on self = miss, save using FORT instead of reflex or will, hit on foe = auto-crit, access any feat on demand , make use of Tome-like feat/special ability)
- APs can be spent on your turn or another's, only one AP per full round. This prevents spamming of a "best action", melee types have to forego defensive AP use to make use of an offensive AP.
- APs are regained only after 5 minutes uninterrupted rest.
- Rule of Thumb: monster CR under 5 is unadjusted, 5-10 = existing CR+1, 10+ = existing CR+2. Same game testing still going on for some of these as they are encountered. Bottom line is CR is not rigid, but fluid as character power is obviously different than core. Once a monster CR is determine through testing, it is fixed though.
- Death is permanent - no raising of any kind
- Death only occurs on a TPK - if even one person survives a fight, the group survives (NWN model)
- Death is in the player's hands - if they choose to die, they do.
- XP is per mission/story award completed regardless of means. Killing foes does not generate XPs
- No downtime for resting needed
- No rushing forward when weak before buffs run out
- No WBL manipulation schemes
- Killing is not the only answer
- Sundering and equipment loss is now not a game breaker as a new item can be re-runed
- No need for 30 minutes of prep buffing - casters have to carefuly choose which spells they want to maintain
- Fighter types now have access to what they need magically w/o being dependent on a caster
- No more magic item shops and wealth loops
- A throne of gold does not ruin the game
- Tome-ish changes to melee types make them contributors in battles and out
- Spell casters naturally specialize, no one caster can do it all
- Casters that choose to replace party member functions (eg Knock) are paying a heavy price for it, though of course they can still do it