What are your house rules to simplify things? On my side, we generally don't keep track of non-magical ammunition or encumbrance. Same for rations and non-magical sources of light.
>>96008391 (OP)OP is a fag is the only houserule here. Seems you abide by the same rule
Our DM has a couple for our 3.5e campaign :
>Full Attacks are Standard Actions
>Standard Action "attacks" (ToB maneuvers, feats, etc) can be used in place of any number of your iterative attacks during a full attack
>Death at the lower of -10 or minus half hp
>Some monster stuff like a lair action system
>Deadlier poisons
>Better Assassinate (from the Assassin Class)
>Extra action point uses
The first 3 are the big ones.
Means that our samurai, knight, and barbarian don't HAVE to go for pounce, Dungeoncrasher, etc if they want to kill stuff at the level we are at.
Hell, even the Rogue benefits from it.
>>96011315Spastic: The Shitposting
>>96008391 (OP)>Trash mobs that survive an attack are reduced to 1HP no matter how little damage they take.This is a small adaption of how savage worlds handles extras.
>If the total damage taken by a monster squad exceeds their total HP, the remaining monsters are reduced to 1HP or simply flee.This means that excess damage doesn't go to waste, and a solid crit can just make some monsters say "Okay no, I'm outta here."
thief
md5: 9e787f8220c3f49be5d1e76a08e99485
🔍
>>96008391 (OP)I usually complicate things. We're wrapping up with current campaign and next one I'm gonna further discourage hoarding by using item slot system (diablo 2 inventory) and making gold take up space too. Now the party hopefully wont steal everything and anything.
>>96009479>Full Attacks are Standard Actions>Standard Action "attacks" (ToB maneuvers, feats, etc) can be used in place of any number of your iterative attacks during a full attackDoesn't this fuck over most higher level classes since most of them get abilities that turn full attacks into standard actions?
>Deadlier poisonsGood. You craft or buy? 3.5e crafting system is terrible
We houserule the fuck out of Cyberpunk 2020, because for as much as I love the game, it’s a huge mess and easily devolves into an hour of Mathpunk every time combat breaks out if you’re not careful.
>You get to move up to your movement allowance stat every turn for free, and take 1 action. For a -3 penalty to both, you can take one additional action. If you have superhuman reflexes (more than 10), you can take a third at -6 to all three, or -9 to all four if you are truly wired up (ref 12+).
-Fire is buffed because RAW it’s poo and there’s no reason to be afraid of napalm or white phosphorous
-In our one-off games, we use a popular armor rebalance from Cyberpunk 2021, but it was a little too late to implement into the main campaign. This is because it’s way too easy to get armor that is completely 100% impervious to all but large rifle calibers. This leads to everyone stocking up exclusively on armor piercing munitions (which turns an otherwise quick and lethal system into a slog as it deals reduced damage), or bringing the heaviest, most min-maxxed, ridiculous weapons to bear and the game becomes rocket tag. Tl;dr nerf armor values across the board and encourage players to get armored clothing if you wanna keep things scrappy and dangerous.
>>96011698Apparently I’m a retard and can’t tell the difference between > and -. Go figure.
>>96008391 (OP)Spell points instead of spell slots are a dozen times easier to track. It makes casters more powerful, however. This is fine for casters with "known spells", who are already underpowered, but a bit much for other casters. To retain the feel of Vancian Magic, casters with "prepared spells" have to keep track of their number of prepared spells (like in older editions), but spend spell points instead of spell slots when they prepare spells.
>>96008391 (OP)I play GURPS. Some things I've done to make things run smoother:
>have a set of about a dozen wildcard skills which replace pretty much every skill on the standard skill list>ignore encumbrance and energy costs for all but the heaviest and energy-intensive of equipment, which usually ends up being powered suits and energy weapons.>we use a cruddy digital tabletop which has no good way to represent facing, so we ignore the facing rules, except when a character is engaged in melee, or attacked by multiple opponents on the same turn>give players about 1-3 Impulse Points (IP) per session which can be spent to manipulate dice rolls or retroactively buy gear/skills/favors with unspent cash/XP/time that the players didn't know they needed until now
>>96009479this sounds like the typical worst way to fix 3.5 martials by overcompensating