User:MisterSinister/TOToM (3.5e Sourcebook)/SRP1

Chapter 1: Basics and Bookwork

Before we can get into the meat of the rules, quite a few specific changes need to be made. These are designed to make the game easier to use and more sensible overall, as well as to remove some oddities of the systems.

For the specific rules relating to magic, see Chapter 4: Spells and Sigils. For the specific rules relating to equipment and magic items, see Chapter 3: Equipment and Enhancements.

These changes have been categorised based on which section of the SRD they would come under, to the nearest approximation I can manage.

Basics and Character Creation
Within the game itself, there are a few basic problems that need to be addressed before we get into anything else at all.

One of these is the fact that there are far too many bonus types in the game, and that this is not actually helpful. Extra bonus types stack with each other, and this makes it possible to work a much higher bonus than expected. The Other Tome of Magic seeks to address this by instituting the following variant rule:
 * Fixed bonus types

The second is that the system of level-dependent benefits forces players to depend heavily on items for their advancement, which brings with it significant thematic problems. Part of this is because you need a rather large number of items to remain competitive at higher levels, and part of this is that you treat your items as disposable goods to be replaced at the earliest opportunity. The Other Tome of Magic seeks to address this issue with the following variant rule:
 * New level-dependent benefits


 * Important ability elements
 * Schools and tags

Skills
This sourcebook is designed to be 100% compatible with the Tome of Prowess. However, while we are here, it is important to restate the single most important rule regarding skills from the Tome of Prowess, as it applies throughout everything within this system:

'''If a bonus applies to a skill that doesn't come from ranks or ability scores, it is a competence bonus, without exception. Additionally, competence bonuses to skills can never exceed +3.'''

Feats
This sourcebook is designed to work together with The Other Complete Adventurer, which details the feats that are available to characters build with this system.

Combat
Several combat-related things are also handled somewhat strangely by the system as it is now. While immediate actions were a good idea, there are some questions as to their timing. Additionally, initiative modifiers do not take level into account. Lastly, the rules for touch and flat-footed ACs are a little weird. All of these matter significantly, and need addressing.
 * Combat options
 * New action types
 * Better initiative
 * Fixed touch and flat-footed ACs