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    Post [3.x] Favourite Official Variant/Optional Rules/Adaptations

    So, we've had a lengthy thread on common house rules, but I'm wondering what officially published variant/optional rules you like, and/or use in your games.

    Also, lets not get too hung up on the definition of what I mean by variant/optional/adaptations, just post what you like and/or use in your games. I would humbly request that we steer clear of house rules, 3rd party and/or homebrew, if we can, for the sake of the intent of the thread.

    Also, yes, most people consider multiclassing rules optional, hahaha, that's obviously not what I'm going for here.

    I'll start - here's some of the one we've used in the past, or currently still use:

    • Combat Facing (UA p.124) [I hated it, but the rest of the group were OK with it]
    • Critical Success or failure (DMG p.34)
    • Environmental Racial Variants (UA p.5)
    • Honor (UA p.185)
    • Incantations (UA p.174)
    • Prestige Classes (DMG p.176) [Yes, at the time of the DMG being published, PrCs were technically a variant rule; it's only the rare table that still treats them as such, in my experience]
    • Racial Paragon Classes (UA p.32)
    • Reputation (UA p.180)
    • Specialist Wizard Variants (UA p.59)
    • Upkeep (DMG p.130) [I use this one when I DM]
    • Variant Character Classes (UA p.47)

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Would the numerous Alternate Class Features presented in pretty much every Complete series book, the various environmental books, and countless others count? I'm not going to list them all, but some of them were certainly better than others. Off-hand, I always liked the idea of being a Changeling Wizard (effectively, dual specialist in Illusion/Transmutation) who was then also a Focused Specialist. It's not exactly RAW, but there's something silly about banning as many schools as possible.
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    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    For class variants: Unarmed Swordsage, Shapeshift Druid, Cloistered Cleric

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    I'm a fan of the Armor as Damage Reduction rules variant. As a bonus, armor damage reduction explicitly stacks with DR of the same type.

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Recharge Magic gets brownie points with me for sort of clamping down on casters' power ceiling despite overall increasing their overall power level. I mean, it totally fails to achieve that because the power level of individual spells is still bonkers, and it's awful to run at a table because of the extra bookkeeping, but it's a cool attempt-was-made sort of thing.

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Domain Wizard is a good choice for a generalist. The Witch variant sorcerer from the DMG isn't too bad if you take the entire Witch spell list as spells known, which I think was the intention.

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Quote Originally Posted by Darg View Post
    I'm a fan of the Armor as Damage Reduction rules variant. As a bonus, armor damage reduction explicitly stacks with DR of the same type.
    When I want to run more gritty games I used a mix of Armor as DR, with the pathfinder automatic bonus progression, and have the enhancement bonus from attuning scale the DR from the armor. I also don't reduce the armor's AC to half, instead leaving it as normal. I also use class defense bonus, but with some minor changes. Firstly, class defense and actual armor bonuses do not stack, however, class defense applies to touch AC, but not flat footed, while armor applies to flat footed, but not touch, while also providing the aforementioned DR. So armor becomes more of an optional thing, but provides extra sturdiness and survivability. I use this in conjuction with wounds/vitality, with some modifications to include negative hit points, rather than a 0 hp+saves system, and just generally lower powered abilities and monsters, so the DR from armor has more of an impact. I have some other changes in there, to include nonlethal wounds damage, and that armor DR doesn't negate wounds damage, but instead converts it into nonlethal, but reduces vitality damage as normal. Helps make characters more likely to be knocked out rather than bleeding out and potentially dying.

    In more normal games though, I run things mostly as normal, though I do like to use automatic bonus progression in most games just to remove the christmas tree characters, and I have a homebrewed optional LA/gestalt system that I let players use, though I carefully monitor for any exceptions I need to add to the system, link in my sig if anyone wants to check it out.
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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Is milestone leveling a variant? I don't even know where it's defined, All the groups I've played with used it.

    To the point I would name XP leveling the favourite official variant I never get to try :P

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Gestalt. It's all the flavor benefits of multiclassing without the mechanical downsides of multiclassing, and it allows for an extra layer of exploring mechanical possibilities.


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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Gestalt, or technically PrC's I suppose. Hmm, is no multi-class XP penalty an official variant rule? Because if so then it would be pretty high up there too.
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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Quote Originally Posted by ciopo View Post
    Is milestone leveling a variant? I don't even know where it's defined, All the groups I've played with used it.

    To the point I would name XP leveling the favourite official variant I never get to try :P
    Closest I could find is a variant in the DMG (p.39) called "Free Form Experience": it's not at all milestone levelling though.

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    I'm a big fan of combining Reputation with Affliliations from PHB2, players making the time to invest in guilds for different RP reasons and resources has been pretty awesome.
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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Hands down my favorite variant rule is the "Evangelist" Cleric Variant. Basically it replaces Cleric spellcasting with Sorcerer progression, adding domain spells as Spells Known, and letting you pick up a few more domains as you level.

    It's not terribly useful from a powergamey perspective. Cleric spellcasting is superb, and using Sorcerer spell slots is a downgrade. Spontaneous casting is great, but you lose wide-open access to the vast Cleric spell list, so that's probably a downgrade overall too, at least until you've got a few extra domains under your belt. However, it's absolutely brilliant at making Clerics feel far more like servants of their particular deity.

    By base rules, a Cleric of Pelor, Kord, and Boccob might roll initiative with a very similar plan for the encounter, and the differences between them are relatively niche. By contrast, Evangelist Clerics vary massively. The Domain spells are a major portion of your Spells Known list, so domain choices - and thus what deity you follow - are absolutely key. The entire playstyle changes, and you end up naturally filling the niche of the deity you represent. There's still Sorcerer progression of Spells Known from the base Cleric list, so every Evangelist Cleric can still go CoDzilla to a degree, but spontaneous casting with a large number of Spells Known within their chosen playstyle gives a significant boost within that role.
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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    I really, really like the Metamagic Specialist sorcerer ACF. Feels like the sort of thing sorcerers should be able to do. I also like the Spiritual Guide ranger ACF, mostly for the fluff but it's also a nice option if you don't want to worry about an animal companion.

    Do we consider Dead Levels an official variant rule? Because I like those, they make things a bit more fun.

    Honor and Taint are basically always on at my table, even if they may not always come up. Incantations have always looked cool to me, but they never came up in my games.

    Action Points, as presented in Eberron, are also something I have elevated to "always in use" in my gaming group.

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Bit of a cop-out, but I'm giving my vote to ACFs in general. The ability to exchange class features and sometimes even the chassis makes an already modular system even more so.

    If I had to choose a specific one... gotta be Dark Moon Disciple for Monk. It's not often that WotC hands out a toy as powerful as total concealment.
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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Quote Originally Posted by bekeleven View Post
    After some mentioned in this thread about multiclassing (no xp penalty, prestige), the next best variant is another related to multiclassing: fractional BAB and saves.
    Oh, yes! I honestly forget this isn't baseline sometimes, but I use this for all my games.
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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Gestalt is a favorite. I've never actually gotten to play in a game that uses them, but I like the idea of the generic classes for a game. Running it, I'd reduce the Spellcaster to Bard progression and throw in a couple things like a similarly progressing generic Psionicist and a slightly buffed Warrior, but I like the idea of more custom characters in a class framework.
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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    I'm a fan of the Fighter variants in Dragon Magazine 310. They're pretty flavourful, and I like the Exoticist (free weapon proficiency with 4 exotic weapons), Kensai (gets one exotic weapon proficiency and a scaling bonus to attack and damage rolls), and Targetteer (which gets extra ranged attacks and can get dex to damage for ranged attacks).

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    Flumph

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    My favourite variant/optional rule/adaptation etc varies depending on what sources one allows. So I'll go down the list from most legitimate to least.

    If we're to count what seems to be considered the kosher sources, then I'd have to say the Changeling Rogue from Races of Eberron is my favorite variant. Skill monkey Diplomancer that is the perfect spy is fun to play in a political setting and makes for a great villain.

    If we count the less "savory" official sources. Then I do like the concept of Flaws and wish there was more execution to it than what's in Unearthed Arcana. But definitely Flaws are my favorite as it frees your build up some to pick some more rp related feats instead of just going hardline "I need to make sure to pick everything useful to my character"

    Now if we're to take Dragon Magazine into account. Eidetic Spellcaster from DrM 357. Spellbook-less wizards are fun as it foils so many DM plans and as a DM it frees you up to give your wizards anything you want without worrying about making the spell available to the party.

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Quote Originally Posted by LunaticChaos View Post
    Now if we're to take Dragon Magazine into account. Eidetic Spellcaster from DrM 357. Spellbook-less wizards are fun as it foils so many DM plans and as a DM it frees you up to give your wizards anything you want without worrying about making the spell available to the party.
    I love Eidetic Caster, because in most games, it's a downside.

    How many sessions have you had to deal with threats to your spellbook? It's usually just jerk DMs that threaten it. If you do anticipate a problem, the first-level spell Hoard Gullet usually tucks it away safely for as long as you need.

    But it keep the DM honest, saying "You want to play games with me? I will give up my familar and a feat just so you can't mess with my spellbook." And that's almost always a mechanically negative trade, but:

    1. The flavor rocks.
    2. When it does matter, it really matters - If a DM is throwing a bunch of thieves at you every night trying to steal your spellbook because they suck, Hoard Gullet won't assuage them.
    3. Wizards can afford a few mechanic:flavor concessions and still be, you know wizards.


    The best variants aren't just power-ups, at least, not for the powerful options. Variants that buff fighters and monks are fine.

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Quote Originally Posted by bekeleven View Post
    I love Eidetic Caster, because in most games, it's a downside.

    How many sessions have you had to deal with threats to your spellbook? It's usually just jerk DMs that threaten it. If you do anticipate a problem, the first-level spell Hoard Gullet usually tucks it away safely for as long as you need.

    But it keep the DM honest, saying "You want to play games with me? I will give up my familar and a feat just so you can't mess with my spellbook." And that's almost always a mechanically negative trade, but:

    1. The flavor rocks.
    2. When it does matter, it really matters - If a DM is throwing a bunch of thieves at you every night trying to steal your spellbook because they suck, Hoard Gullet won't assuage them.
    3. Wizards can afford a few mechanic:flavor concessions and still be, you know wizards.


    The best variants aren't just power-ups, at least, not for the powerful options. Variants that buff fighters and monks are fine.
    I point out, not all times that Eidetic Spellcaster is useful are permanent thefts or intentional. Capture scenarios, kidnapping scenarios, DMs who like to use the item damage rules, etc are all cases where this is useful too. Plus you know, it doesn't waste a spell slot at levels where that might matter.

    Plus as a DM as I said, I can give my wizards anything I want without caring about the consequences of the party getting it. Makes design in higher power games much easier.

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Quote Originally Posted by bekeleven View Post
    After some mentioned in this thread about multiclassing (no xp penalty, prestige), the next best variant is another related to multiclassing: fractional BAB and saves.
    This one, hands down. Its already how it works behind the scenes, its how racial hitdice are run... this should have been the default, instead of this nonsensical "ranger 1/fighter1/barbarian 1 has the base fort of a level 8 character" thing.

    Quote Originally Posted by LunaticChaos View Post
    I do like the concept of Flaws and wish there was more execution to it than what's in Unearthed Arcana.
    The flaws scattered across the Dragon Magazines are so much more flavorful than the ones in UA. And I don't mean chicken infested jokes, I mean fussy (picky eater, sickened from drinking potions) or phantom sparks (random magical manifestations, -4 on hide and spot) or pride of arms (penalty on attack rolls with simple AND exotic weapons as well as natural/unarmed stuff, only real warrior weapons are acceptable).

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    OldWizardGuy

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Quote Originally Posted by Lilapop View Post
    This one, hands down. Its already how it works behind the scenes, its how racial hitdice are run... this should have been the default, instead of this nonsensical "ranger 1/fighter1/barbarian 1 has the base fort of a level 8 character" thing.
    Minor note, but without the fractional rules, that combination would have +6 Fort, +2 Ref, +0 Will. With fractional, it would be +2.5+2.5+2.5=7 (down from 7.5) Fort, +2.5+1/3+1/3= 3 (down from 19/6) Ref, and +1/3+1/3+1/3=1 Will for saves.
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    "See these cookies? Note how while good they taste sort of bland. Now try these, they're the same cookies but with chocolate chips added. Notice how with the second batch we expended slightly more ingredients but dramatically enhanced the flavor? That's metamagic."
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    Devil

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Quote Originally Posted by Thrice Dead Cat View Post
    Minor note, but without the fractional rules, that combination would have +6 Fort, +2 Ref, +0 Will. With fractional, it would be +2.5+2.5+2.5=7 (down from 7.5) Fort, +2.5+1/3+1/3= 3 (down from 19/6) Ref, and +1/3+1/3+1/3=1 Will for saves.
    Not in the version I would use. I never add the +2 for good saves more than once, so in fractional it's +2.5+0.5+0.5. And I'm pretty sure I'm not alone in that regard.

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Quote Originally Posted by Lilapop View Post
    The flaws scattered across the Dragon Magazines are so much more flavorful than the ones in UA. And I don't mean chicken infested jokes, I mean fussy (picky eater, sickened from drinking potions) or phantom sparks (random magical manifestations, -4 on hide and spot) or pride of arms (penalty on attack rolls with simple AND exotic weapons as well as natural/unarmed stuff, only real warrior weapons are acceptable).
    Thanks for the heads-up on this, this is really cool stuff.

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Here are some semi-official variants from Sean K. Reynolds that very well could have appeared in official products if space was not a limitation.

    The Step Method for piecemeal gaining of levels. Each level is gained at 1/4th of a level, increasing Hit Dice/hit points/base attack bonus, saving throws, skill points, and special (all other class abilities, such as a rogue’s sneak attack, wizard spellcasting, and so on). A good method to combine with milestones.

    No absolutes part 1 and part 2. Bonuses instead of outright immunity.

    Skill variants for wizards and sorcerers. Wizards should have Decipher Script as a class skill. Sorcerers should have Use Magic Device as a class skill.

    Variant archmage for the forgotten realms setting with less stringent feat requirements for entry. You don't have to pay for archmage abilities with spell slots. I like it.

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Quote Originally Posted by redking View Post
    Variant archmage for the forgotten realms setting with less stringent feat requirements for entry. You don't have to pay for archmage abilities with spell slots. I like it.
    I dunno, I'll take 5 levels of casting over keeping the spell slots I already have.

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    If we're including SKR stuff, I quite like his Greyhawk Deities Expanded Domain List

    ...although I question Wastri, the Hopping Prophet, whose portfolio includes Human Supremacy, having the Orc domain.

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    Default Re: [3.x] Favourite Official Variant/Optional Rules/Adaptations

    Weapon Group Feats (UA), being able to start with Exotic Weapon proficiencies on a good BAB character is amazing and makes things like Style feats much more attanaible while allowing "Weapon Focus" and such to not be so restrictive.

    Also, the fact that with this variant Wizard and Sorcerer start with different weapon proficiencies may be overlooked but to me it's a decent way to compensate the wizard getting new level spells earlier than a sorcerer at least during the first levels, when you may see one of these classes still using weapons over spells in some situations.

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