Hey /tg/ what would you recommend for a group that's just tired of plain D&D and want to go to the expansions?
pic very related
If you want to go simple, look at complete warrior.
If you are looking to replace marshal characters with something better, go Book of Nine Swords.
Expanded Psionics Handbook is usually shied away from but adds some new things to the game for those not interested in normal magic or invested in settings like Eberron.
If you're still playing 3.5, go for the Tome of Battle. It makes martial characters actually mechanically interesting and fun to play. Still not as good as casters, but it closes the power gap a decent amount.
If you're getting sick of D&D, then try something that's not D&D, I'd say. But if you have to do D&D, look into Tome of Battle.
Outside of D&D, there's plenty of good stuff. If you want to do wuxia there's Legends of the Wulin. If you still want to do fantasy, there's Earthdawn 3rd ed. There's Shadowrun, Cyberpunk, all kinds of good stuff out there.
I've always loved gestalt campaigns they let players build the archetypes they want withou forcing them to multi-class three or four times
Plus they let me add more high powered shenanigans to the campaign
It's not like people refuse it's just that they prefer 3.5 it's an old standby for a lot of people and not nearly as bad as people make it out to be
provided you're not playing with a bunch of asshats
>D&D 3.5 has been out of print for 8 years, and there are still people who refuse to play anything else
We have been playing it for five years now, with one campaign taking up 3 of those years playing it weekly, we are just dedicated to the format and very familiar with it, also it leaves a good space for storytelling
Manual of the Planes is pretty good to pull monsters from
jesus christ no pathfinder is a step back from 3e in every way
it takes the worst parts of the system and makes them worse
the only thing pathfinder has over 3e is that it has cool level 20 abilitys
Best place I saw to post this.
Recently, I introduced some house rules to try and kill some min maxing and my players making the same characters in 3.5.
Everyone gets 1 extra feat at chargen to use on racial feats or ones without prerequisites.
5 extra skill points and one extra skill added to class skills.
10gp for any skill point spent in craft, profession or perform at game start.
I also allow them to pick one of their starting gear for classes, the better of the max gold from classes and I give them a travelers kit. Is this too much or okay because my campaigns are pretty rough anyway. Also started seeing more character variation and people mixing some classes they never played in all these years.
Similarly, warmages, beguilers and dread necromancers have a limited spell list.
If you decide to do a "Mage game," I'd suggest using spell points and making cantrips free to cast. A level one warmage can be dealing at least 4 damage a hit with cantrips
I usually allow psionics.
I am usually okay with most things in the books as long as it is run by me before the game.
Psionics has been a big part of my last couple of games because they were set in Eberron, but usually away from huge metropolis type areas.
He doesn't want to change systems, he's looking to get deeper into 3.5
Dark Sun is REALLY cool. Check it out
It's a good introduction to the idea of being a caster
My new player went paladin/warlock (lg, let him bend the alignment rules because he was hellbred, and fit the concept.) I let him put his eldritch blast on his sword, so he was dealing like 20 damage a round at level 3. He got hit by a sudden maximized inflict and dropped well below his hp threshold and died. Hellbred can't be raised from the dead without true resurrection or miracle, but I let his mind be copied to a new (crystalline warforged) body. He rerolled stats and then built an aegis/artificer, which takes the things he liked about his character and amplified them (permanent supernatural abilities, high defense, spooky damage with Bane cheese and psychic weapon) with expanded resource management
Honestly, artificer/warlock with a bit of cabinet trickster(if i remember correctly) is one of my favorite mixes.
Never really overshadowed anyone and I was always cranking out things we needed. Not as good as the time I went the srd necromancer/artificer during a king maker like game and kept us alive with undead minion guards and labor.
<this, plus the complete books and whatever others you can grab. Don't let artificers in, play with the new classes, enjoy a fun and balanced 3.5 in a way the PHB classes are definitely not.
That in unearthed arcana?
I plain out stole two things for some of the non spell caster classes I saw a while back and something from pathfinder.
One was what I gave to all but rogues, barbarians and spell casters.
You have three stances you can assume as a free action but last the rest of the encounter.
Offense: Gain a bonus to hit and damage while this stance. At higher levels, get a longer reach and threaten areas as if one size larger.
Defense: AC bonus while moving no more than 10ft a round. Higher levels get DR/5 when moving up to or less than your basic move.
Freedom: Gain +10 to move speed in light armor. Later on gain the benefit of haste for rounds equal to 1/2 level.
Other thing I gave to fighters was the weapon mastery and familiarity stuff their fighters got and their HD goes to 12, along with skill points going to 4+int and spot is added to their skill list.
on a related note, where to buy 3.5 books in europe? I can't find them anywhere, only in the US, and postage from US is rape.