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The World of Therra - Rules Manifest
being a listing of rules and variants used in Therra

 

 

Introduction:

The purpose of this page is to list out the various rules and options from D&D sourcebooks that are or are not used in the official Therran campaigns. Standard core rules are not listed if they are utilized. The listings are organized by sourcebook and contain explanatory notes as to why they are used or refused.

The listing is not intended to dictate to other DMs how to run their games or to try to impose my sensibilities on any DMs choosing to use Therra or Therran elements in their games. However, the listing is useful to: 1) Allow players in my campaign to know what rules are being used, 2) Allow DMs wanting to design official Therran items to know what rules to design for, 3) Allow DMs to know what rules were in mind when Therran scenarios were designed and balanced.

In general, if a rule is not listed here, it is in use for Therra.

HOUSE RULES

Berserk Golems - The rules state that certain golems have a 1% cumulative chance of going berserk. This is silly, since that means, on average, after 10 rounds or single minute of fighting the golem goes crazy. This makes a very expensive investment completely useless. Instead, my house rule is that there is a 1% noncumulative chance of going berserk for each combat. The check is made at the start of the combat. This makes the chance still relevant without making the creature utterly useless as a guardian.

Breaking Things - If an object strikes another object with at least twice as many hit points as the striking object, then BOTH items take damage. However, for magically created items being struck, this rule does not apply until 24 hours have passed. At that time the magical object "hardens" and becomes completely in phase with the material universe and the above rule is applicable.

In the case of natural weapons, the hit points of the creature striking are assumed to be the average hit points of a creature of its size with no class levels.

Example: Krong the 7th level barbarian wishes to hack through a 5 ft diameter pillar with his normal greatsword. Krong has an 18 strength and Power Attack. The greatsword has 10 hardness and 10 hit points. The pillar has 8 hardness and 350 hit points. If Krong were to wind up and smack the pillar fully, he would do an average of 27 points of damage. Under normal D&D rules he could hack through the pillar in 9 rounds (attacking twice per round) or less than a minute!

However, with the new rule above, on the first full strike the pillar would take 19 points of damage and the sword would take 17 points and smash in two...broken. In order not to break his sword, Krong will have to moderate his attack so that he does 10 points of damage per swing. By this method, since the sword has a hardness of 10 and the pillar a hardness of 8, the sword will do 2 points of damage per attack to the pillar. Using this method, Krong can break through the pillar in 88 rounds or 8.8 minutes. This is a far more reasonable time table. If Krong is in a hurry, he can always swing a little harder and then have his sword mended magically. He could also invest in a magic sword, which has a higher hardness and therefore can cut through the stone faster.

Of course, nothing beats an adamanatine weapon in this regard! If krong's weapon were adamantine, it would not only ignore the stone's hardness entirely, but the weapon has a hardness of 20 itself. Thus Krong could do 20 points of damage per attack to the stone and the pillar would fall in 9 rounds (less than a minute) with not a scratch to his sword!

I have implemented this rule because really the official rules for breaking things are just plain silly. It turns any fighter with Power Attack into a digging machine that even a dwarven miner could not match. It also makes, even at low level play, walls, doors, locks, and many confining traps all but useless as the PCs simply smash their way out of and through any obstacle. Using this rule, confinement traps pose a great and realistic danger to PCs that do not have magical means to escape and places a greater emphasis on rogues and their ability to spot and disarm traps.

The rule about magically created objects taking 24 hours to harden is necessary so that such spells do not suddenly become overpowered. Given that most such spells are conjuration spells, it makes some logical sense that these objects, presumably pulled in from extraplanar sources, take some time to completely phase into tune with the Material Plane.

The restriction that the new rule only applies to objects with more than twice the hit points of the striking object was put into place because this rule should only apply to activities that are akin to tunneling or excavating. It was not meant to thwart sundering weapons or to decrease the value of such tactics. The hit point requirement also stops absurdities like a fighter swinging all out at a rope and having it damage his sword!

Bull Rush - You can make a bull rush attempt on multiple creatures at once if you move into their spaces simultaneously. In this way a giant can bull rush two hobbits in front of him. There is no penalty to do so, but unless the bull rush is successful against all opponents, the bull rush cannot continue forward to follow one or more of the bull rushed creatures.

Clerical Domains - Clerics gain an additional domain at 8th level, 12th level, 16th level, and 20th level. If a religion doesn't have enough domains, then the cleric gains fewer domains.

Contingency Spell - This spell cannot be set off by conditions of which the caster is not directly aware or for which the caster, assuming a Spot or Listen check of +0 in a 360 degree arc around him, would not notice. This means, for example, a contingency spell set to cast see invisible on the caster whenever an invisible creature comes within 60 ft will not function unless the caster is personally aware (somehow) that there is an invisible creature within 60 ft. This also means that spells like ghost sound could be used to fool the caster and activate the contingency.

Likewise, a contingency spell set to cast neutralize poison on the caster when a yuan-ti comes within 100 ft would not function against a yuan-ti that was polymorphed or disguised such that the caster was not aware that it was a yuan-ti. Similarly, were a dog made to look like a yuan-ti with an illusion spell to come within 100 ft of the caster and he believed it to be a yuan-ti, the contingency would activate.

If the caster is asleep or otherwise insensible, a contingency can still operate as long as the conditions would be clear and observable to the caster were he veiwing or listening with a +0 bonus in a 360 degree arc. This means someone backstabbing the caster from behind could still operate the contingency unless the backstabber were concealed and silent enough to avoid the contingency.

Coup De Grace - You can perform a coup de grace with a touch spell or ranged touch spell as long as the spell is capable of causing hit point damage, requires an attack roll, and can critical. All other normal rules for coup de grace apply, such as being adjacent to the helpless foe.

Crafting - Crafting works as stated in the PHB with one exception. If a given item to be crafted is worth more than 500 gp, then any amount of value after the first 500 gp is crafted is calculated in gold pieces rather than silver pieces per week. In the case of a group of similar items that are all of similar type and are relatively small (like a sack of uncut gems), they items can be grouped together to determine the crafting time (but only if crafted by the same person). In the case of uncut gems, they can initially be crafted into an item of twice the value of the uncut gems. To improve their value to thrice the uncut value, the gems must be crafted into jewelry, which requires precious metals, ivory, or other materials worth at least 1/3rd of the uncut gem value.

For example, if Jeremy the Gemcutter is has a +20 Craft (gemcutting) skill and is given a bag of 100 gems worth 10,000 gp raw value, he can craft the entire batch of gems as a single item worth a market price of 20,000 once crafted. Normally, assuming a DC of 20 to craft and assuming Jeremy always rolls a 10 for his craft check, he would craft 30 x 20 = 600 sp per week or 60 gp per week. However, after 8.25 such weeks, he would then continue on the gems at a rate of 600 gp per week. Another 25 weeks later he would finish the entire batch of gems. Had he been forced to continue with the normal crafting rates, it would have taken Jeremy 333 weeks or over 6 years! Once he finally has those gems cut, he could take some copper and gold worth 3,333 gp and craft the metal to a value of 10,000 gp and the gems set into the jewels for another 10,000 gp. That means in another 25 weeks he will have finished with the jewelry. It took a year, but Jeremy has a fine set of jewels to sell.

This rule was initiated to allow expensive items to be crafted by mortal humans in something less than his lifetime.

Damage Reduction - Damage reduction in Therra works differently than normal. Damage reduction can be either an extraordinary ability or a supernatural ability. The distinction between the two is given in the errata to the Monster Manual published by WOTC. Basically, extraordinary DR involves DR related to the structure or physical build of a creature. Examples include DR X/-, DR X/slashing, DR X/Adamantine or DR X/bludgeoning. Supernatural DR involves DR that is unrelated to the physical build of a creature. Instead it involves some sort of mystical or material component. Examples include DR X/silver, DR X/cold iron, DR X/evil, or DR X/magic.

Extraordinary DR works exactly like normal D&D 3.5.

Supernatural DR works as follows:

DR X/magic is negated by 3 points for each +1 enhancement bonus of the weapon being used to attack the DR protected creature. If a class ability grants a person the equivalent of a magic weapon for purposes of overcoming DR, then that ability is considered to be a +1 weapon.

Other than DR X/magic, all other magical DR is completely negated by the condition or material listed after the slash. In addition, such supernatural DR is negated by 3 points for each +1 enhancement bonus of the weapon being used.

In the rare case (such as with nightshades) where DR is comprised of ":magic" and another supernatural DR type, the effect of enhancement bonuses is reduced by +1 unless the other supernatural type is present. So, for example, a nightcrawler with DR 15/magic and silver would have its DR reduced by 3 by a +2 weapon or by 6 from a +2 silver weapon.

The natural attacks of any creature with a DR X/magic are assumed to possess a +1 enhancement bonus for every 5 points of DR X/magic they possess for the purposes of overcoming DR. Thus, a creature with DR 20/magic has its attacks treated as +4 magic weapons for the purposes of overcoming DR.

The natural attacks of a creature with any other supernatural DR are assumed to possess the condition(s) associated with its own DR. If the DR is one thing "or" another, then the creature's DR can be considered one or the other (but not both simultaneously) for determining what DR its attacks overcome. Further, the natural attacks of any creature with a supernatural DR are assumed to possess a +1 enhancement bonus for the purposes of overcoming DR

In addition, the attacks of a creature with an alignment-based DR are assumed to possess the alignment opposite of its own DR.

Thus, a creature with DR X/silver will have its natural attacks treated as if they were silver weapons. Such attacks are also assumed to have an enhancement bonus of +1 for the purposes of overcoming DR. If such a creature has a magical DR such that there are two materials or conditions required to overcome the DR, then its attacks are assumed to have an enhancement bonus of +2 for the purposes of overcoming DR.

These rules also apply to those creatures that impart their status onto any weapons they wield (e.g. balors).

Example: A demon with DR 10/cold iron and good would make natural attacks that overcome DR as if its natural weapons were +2 weapons made of cold iron, good aligned, and evil aligned. If the demon were attacked by a creature with DR 5/silver or good, the demon would get 7 points of DR against the creature's attacks. If the demon were attacked by a creature with DR 5/silver and good then the demon would get 4 points of DR against the creature's attacks. If the demon were attacked by a creature with DR 5/cold iron and evil then the demon would get no DR against the creature's attacks.

A demon with DR 10/cold iron or good would make natural attacks that overcame DR as if its natural weapons were +1 weapons made of either cold iron or good aligned and evil aligned.

In the case where a creature has DR that includes both an extraordinary and supernatural component (e.g. liches), then the DR can only be overcome by an attack the satisfies BOTH conditions, but once this is the case, the DR can then be reduced as if it were a supernatural DR. For example, a lich has DR 15/bludgeoning and magic. Unless the attacker strikes the lich with a bludgeoning weapon, then the entire 15 points of DR always applies, even if the attacker is using a +5 weapon. However, once a bludgeoning weapon is used, then the DR is reduced by a magic bludgeoning weapon as per the above (i.e. -3 DR per +1 of the weapon). So a +5 mace would completely negate the DR of a lich. A +2 mace would negate 6 points of a lich's DR, leaving 9 DR intact.

This rule was initiated in order to make enhancement bonuses on magic weapons more significant and to avoid PCs having to be "weapons caddies" and carry around a bunch of different weapon types. Furthermore, these rules allow creatures with DR to always be able to negate the DR of their own species. Otherwise, you can end up with situations where members of a given species cannot damage each other.

Epic Leadership - If you have the Epic Leadership Feat and your charisma score involuntarily drops below the required level for more than a week or so, you lose all benefits of the feat. Followers become disillusioned and either leave or refuse to help and any cohorts gained by the feat will become NPCs. As NPCs, these cohorts may do one or more of the following:

Note the word involuntarily. Voluntary attempts to temporarily manipulate your charisma score by, say, borrowing an epic cloak of charisma and putting it on for an hour a week won’t work. Cohorts are presumably sentient beings with brains and emotions and they will not take kindly to being “duped” into service by someone they thought was really great and inspiring but turned out to be less inspiring and was exploiting use of a magic item to seduce the cohort into service. This will almost certainly anger the cohort, and if word gets out permanently lower the master’s cohort leadership score.

Severity of the cohort’s reaction would relate intimately to the level of exploitation the DM felt was going on.

Epic Spellcasting - With regard to using the Spellcraft skill to cast epic spells, only the lowest bonuses during the 8 hours prior to casting the spell are usable. Conversely, any penalties to Spellcraft skill (or attributes affecting Spellcraft) are only effective if they have been in place for the entire 8 hours prior to casting the spell.

This rule was initiated in order to prohibit temporary boosting of skill ranks (via spells like divine insight to affect epic spellcasting), especially since most epic spells last 24 hours or more.

Feats of Strength - If a feat of strength is performed by a Barbarian in conjunction with an Intimidate check, the Barbarian adds his Str bonus to his Intimidate check instead of his Cha bonus (this is from Sword and Fist).

Forbiddance - In addition to the changes presented on the nerflist page, a forbiddance can be set up when it is cast to admit two adjacent alignment types on the good-evil axis. Thus, a forbiddance can be set up that will allow all good and neutral beings to pass unharmed but damage evil, or to allow all neutral and evil beings to pass unharmed but damage good. If a neutral cleric casts the spell, he can designate neutral plus either good or evil beings as being unharmed.

Hydras - Cryohydras and Pyrohydras must make all of their breath weapon attacks at the same time during their turn. This is because the creature has a single set of lungs and so, when it breathes, those heads electing to breathe do so at the same time. In addition, the breath effects from each head overlap; they do not stack. This means a given target can only ever sustain 3d6 damage from a hydra's breath weapon in a given round. Hydras are too unintelligent to delay or ready actions. This ruling has been put into effect in order to better balance the power of cryohydras and pyrohydras. Without this ruling, a 6-headed pyrohydra (CR 6) can do, effectively, 18d6 of fire damage to a single unlucky target every 1d4 rounds. This means that without some sort of fire resistance already in place, a level 6 PC will almost assuredly die every 1d4 rounds.

Incorporeal Creatures - An incorporeal creature cannot be more than 5 ft away from the edge of a solid object. The rules (from Libris Mortis) say that the creature must be adjacent to the edge of a solid object. However, this can cause problems with irregularly shaped surfaces that an incorporeal creature should be able to hide in. By interpreting "adjacent" as meaning within 5 ft or less, it allows incorporeal creatures to fully hide inside solid objects.

Lair Wards - Lair wards (from Draconomicon) each affect an entire cavern within a dragon's lair. While the wording is ambiguous, suggesting it affects an entire cavern in one spot and then, in the next setting a limit of 400 square feet, the latter is simply too small to make these items at all functional considering how much space a large dragon actually needs. This increase in area is a direct result of the mystical connections a dragon develops with its lair over the centuries, and it requires at least 100 years of permanent residence by the dragon (which must take at least a passive part in the creation ritual). In this way, lair wards are specific to dragon lairs and if created in an area that is not a dragon lair, they are limited to 400 square feet.

Mordanti - Mordanti clerics use the Theurgist from Spells and Spellcraft. They may only choose spells from those domains provided by the gods on the Therran Religion Page except for The Deceiver.

Multiclassing - Humans and Half Elves must choose their favoured class at 1st level. It may be a class they do not possess at the time.

Naga Overlords - There is an error in the class description wherein the Augment Followers III ability is exactly the same as the Augment Followers I ability. As such, I am changing the Augment Followers III ability to treating all such spells as if cast with a special greater Extend Spell feat that quadruples the normal duration of the spell.

Necrocarnum Soulshield - The ability has no stated duration. Furthermore, making the ability require a standard action (which is the default for supernatural abilities) means it is useless without a long duration. Therefore, I am ruling that the ability is usable as a swift action but lasts only until the start of the user's next turn.

Nishruus - The hit points a nishruu gains from absorbing magic cast at it will heal hit point damage and, once the nishruu is at its maximum hit points, all further hit points are temporary hit points that last for 1 hour. Additionally, as clarification, even area spells that include a nishruu in its area of effect are absorbed by the nishruu, but only the portion of the spell that effects it.

This rule was added because if nishruus gained hit points permanently, as described in Monsters of Faerun, they would all have thousands of hit points.

Non-Lethal Damage - The maximum amount of nonlethal damage a creature can take is equal to their maximum hit points plus an additional amount equal to 10 x the amount of negative hit points they can sustain before they die. This means that a 9th level fighter with 88 hit points can sustain a maximum of 188 nonlethal damage. Any further nonlethal damage simply does not count (the guy is as beat up as he can be).

Overrun - You can make an overrun attempt on multiple creatures at once if you move into their spaces simultaneously. In this way a giant can overrun two hobbits in front of him. There is no penalty to do so, but unless the overrun is successful against all opponents, the overrun cannot continue forward.

Paladin Mounts - While paladin mounts are not normal animals, they are not extraplanar beings. They do not and cannot travel to a home plane, and always remain on Therra. This means the paladin has 24 hour availability to his mount, but also cannot quickly send it into safety.

Permanency Spells - The Player's Handbook allows other spells to be made permanent at the option of the DM. A list of these additional spells is set forth here. More will be added over time:

greater alarm (SC) - area only, CL 10th, 1,000 XP
cooling breeze (Shining South) - area only, CL 9th, 500 XP

Planar Binding - There is a limit to the number of creatures you can have bound at any one time. Any being can have creatures from 4 castings of any planar binding spells under his control at any one time. If he wants to bind a new creature, he has to release the creatures bound from a previous casting.

The limit is caused by the fact that some amount of residual will power is required to keep the creatures on the Material Plane and bound to your cause.

This rule has been put in place to limit casters, especially sorcerers, from raising veritable armies of extraplanar denizens free of cost.

Rapid Pactmaking - The literal text of this feat suggests that while the pact making portion of binding takes a full-round, you still have to go through the minute to draw a seal and another full round to summon. However, that would completely negate the benefit of the feat, which is stated in the text description of the feat itself...allowing one to make a pact in the heat of battle. Therefore, I am ruling that this feat allows the drawing of the seal, summoning, and pact making in a single full-round action. Since it is only usable 1/day, I don't find this to be unbalancing.

Redeeming Magic Items - Since the act of redeeming a magic item does not create anything and cannot really wreck a fantasy economy, there is no need to impose the Therran time changes on crafting to this process. Instead, it takes 1 day per 1,000 gp of price just like normal magic item creation per the rules. However, there is still a Therran-imposed minimum of 1 week, as I don't like the idea of such an impotant ritual taking less than 1 week.

Saving Throws - While the rules state that a person knows when he has made a saving throw by feeling some sort of vague tingling or hostile force, this is not really desirable for certain spells that are designed to be subtle. In almost every case, a divination spell that requires a saving throw will not allow the target of the spell to feel anything on a successful save. For example, should a wizard cast a scrying spell on a subject and the subject make his saving throw, the subject will not feel anything out of the ordinary at all.

Additionally, normally the subject of a spell realizes that he has been the target of a spell if the effects are observable or otherwise noticeable. This is true even for spells such as domination and charm. The subject of a charm spell knows, after the duration has expired, that he was charmed since the radical change of mind and emotion is quite jarring in retrospect. An exception to this is the suggestion spell. This spell is meant to be much more subtle that a charm spell in that the suggestion is designed to make the victim think that the actions intended by the suggestion were his own idea. The extent to which a person who carries out a suggestion knows he has been enchanted depends on how subtle the suggestion was and how astute the subject is.

Finally, while in most cases the subject of a spell can voluntarily fail or forego his saving throw, with divination spells this is not the case. The subject of a divination spell that allows a save may never voluntarily fail or forego his saving throw. This includes spells like scrying as well as detect thoughts. The reason for this is because otherwise many divination spells, especially ones that are designed to detect falsehoods, become 100% foolproof by having the diviner simply demand that the subject forego his save and thereafter, should the spell fail, it will be known that the subject is lying or intends to lie.

Screen Spell - This spell will create olfactory and thermal components to the illusion as well as sight and sound. This is not specifically mentioned in the spell description, but it is highly implied by two things: 1) The spell is an 8th level spell, and therefore can be assumed to be almost at the pinnacle of the art of illusion, and 2) the spell states that even entering the area screened does not cause a Will save. Because entering almost any area without thermal or olfactory components would almost instantly give away most ruses, the spell becomes much less useful and definitely not worthy of an 8th level spell.

While a sentence in the spell description mentions "Sight and sound are appropriate to the illusion created.", this is included in a paragraph dealing specifically with scrying, which only, by definition, allows sight and sound.

Snakebiter Weapons - This magic weapon quality is only a +1 adjustment to price, not a +2 as listed in Ghostwalk. At +2 it makes more sense to just impart the monstrous humanoid bane and aberration bane qualities to a weapon for the same +2 and you can then affect all yuan-ti and all other monstrous humanoids and aberrations.

Sorcerers - Sorcerers may only be members of races with inherent or vestigal magic. For the PHB races, these are elves and half elves.

Therianthrope Summon Animals - This ability is reduced in power and clarified as follows:

Once per day, the therianthrope can summon a number of normal animals of its same type whose total Hit Dice do not exceed its Hit Dice. These summoned creatures remain for 1 round per Hit Dice of the therianthrope and may appear within Close range. This is the equivalent of a 3rd level spell.

The reason for this change is that being able to summon up twice your HD in animals as a standard action with no chance of failure (like demons and devils have) is far too powerful. While the twice HD limit works well for spells like animate dead, that spell requires the bodies to be nearby and an expensive material component. This ability, on the other hand, just happens instantly.

Touch of Mergurr - When a person dies and is resurrected, they must make a resurrection survival roll against DC 5 modified by Wis, Con, and Cha modifiers. Once a person has been brought back from the dead, he bears what is known as the Touch of Mergurr. Each time he receives the touch of Mergurr (i.e. dies and is brought back), the DC of the resurrection survival roll increases by 1. A roll of 1 is always a failure and a roll of 20 is always a success. Thus, it is theoretically possible for someone to never die and always be resurrected if he keeps rolling consecutive 20s (of course, you can also die from old age as well).

Truenamers - This class has been modified to make them more playable. See the writeup of the changes here.

Truth Spells - In addition to the modification of the ability to voluntarily fail saves against spells that determine truth or falsehoods (see "Saving Throws" above), once a caster gets a result from one of these spells from a given target, then all future magics relating to that result from that caster against that target will give the same results. In other words, the result given becomes impressed upon the caster's mind or soul as true, and he is unable to overwrite that result with later castings.

The reason this rule is needed is that otherwise, a caster can simply recast the same truth or lie detecting spell over and over again on a subject and ask the same question and do a Monte Carlo style analysis of the results to always come to the correct answer. I want truth and lie detection spells to have some element of real failure to them.

XP Awards - All XP awards are halved in Therra to represent the lower power level of the world.

Yuan-ti Broodguards - Broodguards lose all spellcasting, spell-like abilities, supernatural abilities, and psionic ability, whether stemming from race or class.

This rule was put in place to better reflect the broodguard's lowly status and brutish capabilities.

Yuan-ti Psionic Abilities - The Expanded Psionics Handbook lists darkness and deeper darkness as a psilike ability for psionic yuan-ti. However, there is no power called darkness or deeper darkness. The closest equivalent is control light, but it does not duplicate the effects well. So psionic yuan-ti have special psi-like abilities that match the arcane spells of the same name. These are not augmentable, and are not subject to PR.


ARMS AND EQUIPMENT GUIDE

Training Intelligent Creatures (page 72) - NO - Intelligent creatures do not need training.


BOOK OF EXALTED DEEDS

Channeling (page 23) - YES - Channeling is possible by some celestials in the same way possession is possible by some fiends.

Exalted Cohorts (page 24) - YES - Exalted characters with the Leadership feat should gain access to special cohorts. These may be limited to the example cohorts listed in table 2-1.

Sainthood (page 29) - YES - This template is not simply granted to anyone who meets the qualifications. It is a very rarely bestowed status granted to only rare exalted individuals throughout Therran history.

Voluntary Poverty (page 29) - YES - These benefits are only available to those who take the Vow of Poverty Feat. Ascetic spellcasters cannot sacrifice XP to substitute for expensive material components. Instead, he must simply be prepared to do without such spells.

Words of Creation (page 31) - YES - These words are accessible using the Words of Creation feat.

Better Sanctified Weapons (page 33) - NO - Sanctified weapons are good enough without adding more benefits to them.

Optional Material Components (page 37) - YES - These can be used to augment spells.

Redeeming Evil Magic Items (page 119) - YES - Evil magic items can be redeemed, but only those items specifically mentioned in the text. Other evil items are incapable of being redeemed.

Iredeemable Evil Items (page 120) - YES - The variant granting a good character a +4 sacred bous on Will saves to avoid the devestating effects of destroyng an evil artifact by means of a mage's disjunction spell while in a consecrated or hallowed location is in effect.


BOOK OF VILE DARKNESS

Possession (page 23) - YES - Certain fiends can possess creatures.

Sacrifice (page 26) - YES - Evil beings of certain faiths and religions can sacrifice for certain benefits.

Alternative Curses (page 28) - YES (modified) - Any of these can be substituted with the bestow curse or bestow greater curse spells, though the curse causing the target's most powerful item to fall apart and become forever useless is not allowed.

Dying Curse (page 28) - YES - The ability to pronounce a dying curse is available only to particularly evil and bitter creatures entirely at the DM's discretion.

Diseases (page 29) - YES - These alternate diseases are in use.

The Calling (page 32) - NO - No reason or explanation for these new abilities.

Dark Chant (page 32) - YES - At the discretion of the DM, some undead may have this knowledge.

Dark Speech (page 32) - YES - These words are accessible using the Dark Speech feat.

Souls as Power (page 33) - YES - Souls can be used both as spell components and in magic item creation by knowledgeable evil beings.

Pain as Power (page 33) - YES - Liquid pain can be used both as spell components and in magic item creation by knowledgeable evil beings.

Hivemind (page 34) - YES - Hive minds can result on occasion at DM discretion.

Vile Damage (page 34) - YES - Vile damage is used where indicated.

Evil Weather (page 34) - YES - Evil weather can occur at DM discretion.

Lingering Effects of Evil (page 35) - YES - Especially with regard to what detect evil spells can detect.


CITYSCAPE

Social Classes for Adventurers and Career Skills (page 59) - NO - No reason to give PCs additional class skills. If they want to simulate social class, they can take a level or two of Aristocrat or simply guide their own skill choices.


COMPLETE ADVENTURER

Spellthieves and Psionics (page 20) - NO - Spellthieves are not connected to psionics in Therra.

Individual Events (page 96) - YES - This rule makes logical sense.

Aid Another (page 96) - YES - This rule makes logical sense. The variant allowing characters with a BAB of +5 or more to increase aid to attack rolls or AC is also in use.

Skill Synergy (page 96) - YES - This rule makes logical sense.


COMPLETE CHAMPION

Domain Affiliations (page 28) - NO - While a decent idea, there are only affiliations presented for the PHB domains, and I do not wish to have to create many score more to cover the other domains.

Alternative Class Features (page 45) - NO - There are enough choices already in character design and progression without adding more.

Domain Feats (page 52) - NO - While a decent idea, they should be restricted to clerics of the indicated domains; in any event, there are only feats presented for the PHB domains, and I do not wish to have to create many score more to cover the other domains.

Reserve Feats (page 53 - YES (modified) - These feats are too abusable and make prepared spellcasters too flexible and powerful. Therefore, they are restricted to spontaneous spellcasters only and they can only be used with spontaneous spell slots.


COMPLETE DIVINE

Faith Feats (page 86) - NO - No need for an extra mechanism to track. Clerics and holy PCs should keep their faith as a matter of course.

Destruction of the Undead (page 87) - NO - Turn undead works OK as standard.


COMPLETE MAGE

Alternative Class Features (page 31) - NO - There are enough choices already in character design and progression without adding more.

Reserve Feats (page 36) - YES (modified) - These feats are too abusable and make prepared spellcasters too flexible and powerful. Therefore, they are restricted to spontaneous spellcasters only and they can only be used with spontaneous spell slots.


COMPLETE PSIONIC

Manifesting Powers from Power Stones (page 105) - YES - This is an update of an official rule.

Psionic Racial Classes (page 144) - NO - If you want to play a powerful creature as a PC, then you should have to pay the level adjustment. I want some creatures to simply be inherently more powerful than others.

Erudite (page 153) - NO - Psions are fine as is without "wizardifying" them with this optional class.

Conserved NPC Power Points (page 157) - NO - As the DM, it is up to me to decide if any power points have been previously spent. In general, when the PCs interect hostily with an NPC, it is a life or death situation for the NPC, and there's no reason such a PC would conserve power points for a "future" encounter that day when their very survival is endangered by the PCs. Better to handle the current life-and-death crisis than worry about one that might come.


COMPLETE WARRIOR

Paladins and Rangers without Spellcasting (page 13) - NO - There is no need to strip these classes of their spellcasting abilities.


DRACONOMICON

Size by Dragon Type (page 58) - YES - This lends some nice distinctions between some dragons.


DRAGON MAGIC

Races of the Draconic Realm (page 5) - NO (modified) - The half-dragon template is already available. The only exception to this s the deepwyrm drow race. Since deep dragons can actually turn into drow and directly breed with them, this race is allowed in Therra.

Draconic Class Features (page 11) - NO - There is no need for additional class features and abilities.

Initiate Feats (page 15) - NO - Initiate feats are not used in Therra.

Variant Draconic Abilities (page 125) - NO - Dragon have enough variance via their spell choices. They don't need variant presences and special abilities.


DROW OF THE UNDERDARK

Alternative Class Features (page 57) - NO - There are enough choices already in character design and progression without adding more.


DUNGEON MASTER'S GUIDE

Sapient Mounts (page 23) - YES - I use the first variant, which forces the mount to act on its rider's initiative.

Striking the Cover Instead of a Missed Target (page 24) - NO - This rule adds complexity to combat and has loopholes that can be unrealistically exploited. It also makes ranged weapon much less useful in combat.

Automatic Hits and Misses (page 25) - NO - I like the fact that anyone can hit anyone else on a 20 or miss on a 1. DR already accounts for stopping a lowly kobold from damaging a demonlord.

Defense Roll (page 25) - NO - This would slow down combat for no appreciable benefit until very high levels, when hit points should and do essentially replace AC.

Clobbered (page 27) - NO - While the rule is more realistic, it would work against the PCs at critical moments.

Massive Damage Based on Size (page 27) - YES - This is realistic, especially at high levels when a massive behemoth should not fall to a mere 50 hp attack.

Damage to Specific Area (page 27) - YES - This rule is only used by the DM in scenario-specific circumstances. In no case can players intentionally target body parts.

Weapon Equivalencies (page 27) - NO - This rule is unrealistic, and I see no reason to bend reality just so PCs can use monster weaponry more easily.

Instant Kill (page 28) - NO - This rule makes combat too random and potentially lethal and works against PC longevity. Criticals are bad enough!

Softened Criticals (page 28) - NO - While Instant Kill is too tough, criticals are adequate to make most combats tense. There is no need to soften criticals.

Critical Misses (Fumbles) (page 28) - NO - Combat is stressful and whacky enough without adding this rule.

Skills with Different Abilities (page 33) - YES - This variant is entirely at the discretion of the DM and only used when adding the normal ability modifiers makes no sense whatsoever. It will amost never be used.

Critical Success or Failure (page 34) - NO - The rules for success and failure of skill checks are already adequate.

Saves with Different Abilities (page 35) - NO - This changes the merchanics of saves too much, with too many unknown effects. The standard save rules are adequate.

Spell Roll (page 36) - NO - There is already variableness to saves from the saving throw. There is no need to add this second layer of randomness.

Power Components (page 36) - YES - These are possible, but not readily known or available. Access is up to the DM.

Summoning Individual Monsters (page 37) - NO - There is no reason to add this level of complexity to the summon spells. In addition, the mechanics of Therran planes makes this rule nonsensical.

Free-Form Experience (page 39) - NO - I prefer calculating XP precisely based on CR.

Faster or Slower Experience (page 40) - YES (modified) - XP awards for monsters are halved in Therra.

What Disabling a Device Means (page 70) - NO - This rule can end up penalizing PCs with more ranks in Disable Device.

Upkeep (page 130) - YES - This rule simplifies the mundane aspects of a campaign while still forcing PCs to pay out reasonable expenses.

Learning Skills and Feats (page 197) - YES (modified) - I do require a PC to be exposed to a new feat or skill, whether by practice or observation or training, but there is no formal training requirement.

Learning New Spells (page 198) - NO - I do not require wizards to segregate time researching new spells or require sorcerers and bards to gain new spells from a supernatural agent. Learning new wizard spells is presumed during campaign time, and sorcerers and bards develop new spells by practice.

Researching Original Spells (page 198) - YES - I allow new spells to be researched, but only very warily. There are plenty of spells available in the game, and a new spell would have to fill some unfilled void.

Gaining Class Benefits (page 198) - NO - Class benefits result from practice, presumably over time. Their sudden appearance is merely a game convenience. No training is required.

General Downtime (page 198) - NO - While I do encourage PCs to take vacations from adventuring, it is not required after leveling.

Gaining Fixed Hit Points (page 198) - YES (modified) - A PC may choose to take fixed hit points instead of rolling at any given level. However, he must always use the "even level" fixed hit points amount.

Alternate Familiars by Master Size (page 203) - YES - This rule makes sense.

New Magic Items (page 214) - YES - PCs and NPCs can create new, nonstandard magic items.

Separate Ability Loss (page 290) - NO - Players should be able to handle the math involved in ability damage and penalties.

Nonmagical Psionics (page 297) - NO - Psionics are different, but not nonmagical.

Less Lethal Falls (page 303) - NO - Falls are already not lethal enough.


DUNGEON MASTER'S GUIDE II

Unique Abilities (page 157) - NO - There is no real reason why otherwise normal NPCs should have their own unique set of bizarre special abilities. There are enough standard special features to flesh out any NPC many times over.

Students and Masters (page 175) - YES - I am allowing the formalized relationships and benefits between apprentices and mentors listed in this section. However, the relationship must be a true one, and not merely two PCs deciding to squeeze out these benefits by mentoring and apprenticing to one another. The two feats associated with this section are included in the Therran Feat Listing.

Running a Business (page 180) - YES (modified) - I am using the basic schema presented therein, but it is likely that the initial investment required will be lowered significantly, as the amounts presented in the book are quite exhorbitant. Discount to these amounts may be as much as 90%. The new feat associated with this section is included in the Therran Feat Listing.

Teamwork Benefits (page 189) - NO - These are just too easy to get and are too PC oriented. They also end up removing important tactical considerations in the name of nebulous concepts of teamwork. Teamwork amongst the PCs should manifest in play itself as teamwork amongst the players. There is no need to "game-ify" this by adding special teamwork abilities.

Companion Spirits (page 194) - YES (modified) - These spirits are only available to spirit-related cultures (those that typically use the spirit shaman core class). Other societies in Therra do not have enough of a spirit-based tradition to partake of the rituals and benefits hereof.

Guilds (page 223) - YES - These are fine for general guidelines for guilds and their benefits. The two feats associated with this section are included in the Therran Feat Listing, but are only attainable by those who have qualified for such guild positions in game.

Signature Magic Items (page 229) - YES - These are innocuous bits of flash for magic items, to be assigned at the DM's discretion and possibly allowable in PC-crafted magic items.

Bonded Magic Items (page 231) - NO - This has two problems. First, it too easily allows DMs to give magic items to villains and NPCs without allowing PCs any access to them. Second, it allows PCs to too easily "craft" magic items by creating a bond.

Synergy Abilities (pages 250 and 253) - YES - These are usually added when an item is crafted, but can be added later on.

Weapon and Armour Templates (page 273) - YES - These are listed in the Therran Magic Items Listing.


DUNGEONSCAPE

Standard Class Options (page 8) - NO - None of these variant class features is in use. There is already enough variability in character design.

Dungeon Teamwork (page 47) - NO - Teamwork benefits are not used in Therra.

Alternative Monster Feats (page 103) - YES - Monsters can take different feats at DM's discretion.

Acidborn Variations (page 112) - YES - Creatures can be bred to dwell in other environments.


EPIC LEVEL HANDBOOK

Exceptional Followers (page 37) - YES - No reason why followers should not have access to PC classes.

Cooperation (page 38) - YES - As presented in Complete Adventurer.

Skill Synergy (page 38) - YES - Allows synergy to continue to matter somewhat even in epic play.

Opposed Scrying (page 43) - NO - Divination spells are already devalued in D&D.

Planar Turning: an Alternative (page 64) - NO - The regular rule is satisfactory.

Spellcraft Key Ability (page 72) - NO - By epic level, the ability bonus is relatively small in proportion.

Epic Psionic Seeds (page 102) - YES - No reason psionic characters shouldn't get epic powers.

Open-Ended Rolls (page 110) - NO - This rule breaks lower level circumstances, and there is no way to smoothly introduce it only at epic levels, since there is a failure provision as well.

Death From Massive Damage (page 110) - YES - +10 points per level or HD above 20 before requiring a saving throw.

Extended Death's Door (page 111) - YES (modified) - This rule is extended down to non-epic levels. Any PC dies when he reaches -10 hp or - level hp, whichever is greater.

Spell Resistance for Time Stop (page 111) - NO - Time stop should be very powerful. No need to nerf it.

NPC Challenge Ratings (page 111) - NO - Therran epic level PCs have less equipment than standard, so the disparity between PCs and NPCs is lessened.

Epic Luck (page 111) - NO - There are enough feats and items granting this ability without giving it for free.

Three Deaths and You're Out (page 111) - NO - Hard enough for epic PCs to die.

Cooperative Experience Point Costs (page 125) - NO - Therran epic magic items should be immensely difficult to craft.


EXPANDED PSIONICS HANDBOOK

Saving Throw DC Against Powers (page 61) - NO - Saving throws are handled as normal.

Psionics are Different (page 65) - NO - Causes too may balacing problems if used.

New Psionic Items (page 159) - YES - One can create new psionic magic items just like regular magic items.


FIENDISH CODEX - HORDES OF THE ABYSS

Demonic Death Throes (page 9) - YES - Most demons die and fade normally, but some can do so in the ways presented.

Demonic Possession (page 21) - YES - Demons with the proper prerequisites can have the ability to possess.

Black Cult of Ahm (page 96) - NO - This organization does not exist in Therra.


FIENDISH CODEX - TYRANTS OF THE NINE HELLS

Faustian Pacts (page 23) - NO - Devils are not the rigidly hierarchical soul collecters in Therra that they are in the official tome.

Baator Domain (page 26) - NO - Planar domains are not used in Therra.

Corrupt Acts (page 30) - NO - Since there is no Baator in Therra, there is no need to use this system.

Devilish Bribes and Gifts (page 30) - YES - There should be proper modifiers to planar binding checks.

Acts of Obeisance (page 31) - NO - Since Law and Chaos don't matter that much in Therra, there is no need for this system.

Getting Rid of a Devil (page 32) - YES - Using objects that boost banishment and dismissal spells makes logical sense.

New Spell - Bind to Hell (page 58) - NO - Since Levistus and the Nine Hells do not exist in Therra, there is no need for this spell.

Hellbred (page 77) - NO - Since there is no Nine Hells in Therra and no hellish afterlife, there is no way for hellbred to occur.


FROSTBURN

Races of the Frostfell (page 32) - YES (modified) - While neanderthals, glacier dwarves and uldra exist, as do arctic dwarves as specified in Races of Faerun, the snow elves, and ice gnomes as presented here do not.

Character Classes in the Frostfell (page 41) - YES - Barbarians may use trap sense as indicated, druids and rangers may use the alternate animal companions, sorcerers and wizards have access to alternate familiars, rogues may gain frostfell terrain mastery.


HEROES OF BATTLE

PC Morale Checks (page 75) - NO - Players are entitled to run their own PCs.

Commander Auras (page 75) - YES (modified) - These are only available to formal military commanders leading formal military units in large-scale battles.

Teamwork Benefits (page 115) - NO - These are just too easy to get and are just too PC oriented. They also end up removing important tactical considerations in the name of nebulous concepts of teamwork. Teamwork amongst the PCs should manifest in play itself as teamwork amongst the players. There is no need to "game-ify" this by adding special teamwork abilities.


HEROES OF HORROR

Dreamscape (page 54) - NO - The dreamscape does not exist as a realm in Therra.

Dread (page 59) - NO - Normal fear effects in the game are sufficient.

Alternative Degrees of Fear (page 61) - NO - Frightened status is not so common in Therra that its effects need to be reduced.

Escalating Fear (page 61) - NO - Fear effects are fine as is.

Phobias (page 61) - YES - If a PC wants a phobia as art of his background or the DM wants to give an NPC a phobia, then these can be used.

Taint of Evil (page 62) - YES - Taint is used for specific areas of Therra such as Pilong.

Behavioural Alignment (page 76) - NO - Normal alignment rules are adequate.

Replacing Alignment with Taint (page 77) - NO - Normal alignment rules are adequate.

Death and Resurrection (page 78) - NO - Therra uses a house rule for resurrection (see above).


LIBRIS MORTIS

Undead Monster Classes (page 33) - NO - Monster classes are not used.

Variant Undead (page 143) - YES - All of the variant undead are potentially available in Therra.


MAGIC OF INCARNUM

Racial Substitution Levels (page 41) - NO - No need for racial variants for core classes in incarnum settings.


MANUAL OF THE PLANES

Morphing the Astral (page 47) - NO - This trait is not needed.

Channeled Astral Plane (page 50) - NO - The Astral Plane is standard in Therra.

Without the Astral (page 50) - NO - The Astral Plane exists in Therra.

The Deep Ethereal (page 55) - YES - The Deep Ethereal exists in Therra.

Without the Ethereal (page 55) - NO - The Ethereal Plane exists in Therra.

Multiple Ethereals (page 58) - NO - There is only one Ethereal Plane in Therra.

Without the Plane of Shadow (page 62) - NO - The Plane of Shadow exists in Therra, albeit in a slightly different form.

Shadow of Other Planes (page 63) - NO - The Plane of Shadow does not function in this fashion in Therra.

Shadowdancers and the Plane of Shadow (page 64) - YES - Access to the Plane of Shadow goes a long way to explain the Shadowdancer's abilities.

Without the Inner Planes (page 67) - NO - The Inner Planes exist in Therra.

Digging Your Way Out (page 72) - YES - This option is available to unfortunate characters trapped in the Plane of Earth.

The Pantheon that Morphs Together (page 89) - NO - The Therran cosmology does not support Outer Planes.

Without the Outer Planes (page 90) - YES - Therra has no Outer Planes.

The Blood War (page 90) - NO - The Blood War does not exist in Therra.

Ysgard as a Material World (page 91) - NO - The Therran cosmology does not support Outer Planes.

Limbo, the Edge of Reality (page 95) - YES - Limbo exists on the edge of the multiverse in Therra.

Gnomes Alone on Bytopia (page 137) - NO - The Therran cosmology does not support Outer Planes.

More Deities in Arvandor (page 146) - NO - The Therran cosmology does not support Outer Planes.

The Nastily Neutral Outlands (page 148) - NO - The Therran cosmology does not support Outer Planes.

Region of Dreams (page 201) - NO - This plane does not exist in Therra.

Plane of Mirrors (page 204) - NO - This plane does not exist in Therra.

Spirit World (page 206) - NO - This plane does not exist in Therra.

Elemental Plane of Cold (page 206) - NO - This plane does not exist in Therra.

Elemental Plane of Wood (page 207) - NO - This plane does not exist in Therra.

Temporal Energy Plane (page 208) - NO - This plane does not exist in Therra.

Plane of Faerie (page 210) - YES (modified) - The Realm of Faerie does exist in Therra, though with some differences.

Nastier Faeries Traits (page 211) - NO - The Faerie Realm is strange enough.

More Accessible Faeries (page 211) - NO - The Faerie Realm is onnly connected to the Material Plane.

Stronger Elemental Ascendancy (page 218) - NO - This concept does to apply to Therra.

Far Realm (page 211) - YES - The Far Realm exists beyond the edges of the Therran multiverse.


ORIENTAL ADVENTURES

Honour (page 67) - NO - There is no honour mechanic in use in Therra. Instead, honour is a role playing device based on a character's actions and reputation.

Martial Arts (page 79) - YES - Martial arts can be learned from Morakki schools. They are not traditionally available to non-Morakki.

Iaijutsu Duels (page 81) - YES - These duels can be conducted by Samurai.

Psychic Duels (page 82) - YES - These duels can be conducted by Samurai.


PLANAR HANDBOOK

Planar Substitution Level (page 27) - NO - There is no major tradition of widespread plane dwelling or plane travelling by mortals in Therra that justifies substitution levels.

Planar Domains (page 85) - NO - Planar domains are not used in Therra.


PLAYER'S GUIDE TO FAERUN

Deity-Specific Spells (page 79) - NO - It would require new lists for each Therran deity to implement. Not worth the effort. Domains already distinguish clerics of various religions.

Races with Level Adjustments (page 190) - NO - If you want to play one of these races, you have to wait until a later level.


PLAYER'S HANDBOOK II

Alternative Class Features (page 31) - NO - There are enough character options in the game without adding a bunch more.

Animal Companions (page 41) - YES - Additional animal companions are useful.

Teamwork Benefits (page 157) - NO - These are just too easy to get and are too PC oriented. They also end up removing important tactical considerations in the name of nebulous concepts of teamwork. Teamwork amongst the PCs should manifest in play itself as teamwork amongst the players. There is no need to "game-ify" this by adding special teamwork abilities.

Retraining (page 192) - NO - Players should have to stick with the choices they make.

Rebuilding (page 196) - NO - Players should have to stick with the choices they make.


RACES OF DESTINY

Half-Human and Humanlike Races (page 150) - NO - Other races have plenty of advantages of their own and do not need to also be able to take advantage of items meant for humans

Racial Substitution Levels (page 156) - NO - There is no need to further differentiate races.


RACES OF THE DRAGON

Draconic Variant Class (page 70) - NO - Level adjustments are a good balancing factor and I see no need to fiddle with them.

Racial Substitution Levels (page 105) - NO - There is no need to further differentiate races.


RACES OF STONE

Mounts in Unusual Environments (page 131) - YES - This rule makes very good sense.

Racial Substitution Levels (page 145) - NO - There is no need to further differentiate races.

Riding a Raging Dire Badger (page 162) - YES - It should be more difficult to ride a dire badger while it is raging.


RACES OF THE WILD

Racial Substitution Levels (page 154) - NO - There is no need to further differentiate races.


SANDSTORM

Races of the Wastes (page 37) - YES (modified) - While asherati and bhuka exist, scabland half-orcs, badland dwarves, and painted elves do not exist.

Character Classes in the Wastes (page 44) - NO (modified) - Most of the options are not used, as there are already enough class options without adding these. However, the animal companions are used (though they are incorporated into the list in Players Handbook II). In addition, sorcerers and wizards can gain a horned lizard as a familiar.


SAVAGE SPECIES

Monster Classes (page 25) - NO - I do not use monster classes.

Training in Monstrous Feats (page 30) - NO - No need to require quests to learn such feats.

Becoming a Monster (page 145) - NO - These methods do not work in Therra.


SPELL COMPENDIUM

Planar Domains (page 282) - NO - Planar domains are not used in Therra.


SPELLS AND SPELLCRAFT

Arcane Libraries (page 51) - YES - I will be using these rules as basic guidelines.

Magical Research (page 58) - YES (modified) - I will be using some of these rules as a basic guideline with regard to crafting magic items and researching rituals and other arcane formulae and recipes. The researcher's tools are generally not found on Therra.

Bardic Magic (page 64) - NO - I am not using the artistic focus rules.

Sorcerers (page 66) - NO - I am not using the variant sorcerer taints nor the sorcerous feats.

Ceremonies and Rituals (page 73) - NO - These are too powerful and easy to perform.

Ward Magic (page 84) - NO - Wards are a nice idea, but too cheap such that they allow too much magic to non-casters in static situations such as cities and towns. I do not want magic so available in Therra.

Chaos Magic (page 89) - NO - There is no need for a new, not well developed random magic system.

Cooperative Magic (page 92) - NO - There are other more official means to simulate cooperative spellcasting (such as the Cooperative Spell feat).

Small Gods Disciples (page 95) - NO - There are no small gods in Therra, and spirit worship and the like is already covered by various classes and prestige classes.

Theurgists (page 99) - YES - In Therra, Theurgists are known as Mordants. In many societies, they are shunned and gain a -2 penalty to all Cha-based skills in such regions.

Animists (page 99) - NO - Such traditions are better covered by other classes and prestige classes.

Place Magic (page 100) - NO - Places of power are better covered by other official rules and supplements.

Alchemy (page 106) - NO - Alchemical rules are already presented in other books.

Constructs (page 116) - NO - There are enough constructs in the game as is.

Magical Materials (page 126) - NO - Such materials are already covered in Faerun supplements.

Familiar Types (page 136) - NO - There are enough familiars in the game already.

Improving a Familiar (page 139) - YES (modified) - A few of these powers will be allowed to be researched.

Magic Items (page 150) - NO - The game has plenty of magic items without adding these in from a third party source.


STORMWRACK

Fresh Water Versus Salt Water (page 8) - YES - Accurately reflects the differences between the two.

Seafaring Cultures (page 43) - NO - No need to create special coastal or water variants of standard PC races.

Class Options (page 47) - YES - Only applies to those native to aquatic environments.

Gunpowder (page 104) - NO - Does not exist in Therra.


TOME OF MAGIC

Heterodoxy and Heresy (page 14) - NO - Various churches have various opinions as to vestige binding, but the penalties are usually institutional in nature.


UNEARTHED ARCANA

Environmental Racial Variants (page 5) - NO (modified) - While some of the variants do exist in Therra, they are special cases specifically noted as Therran creatures (e.g. Aquatic Elves) and are not available for all races. It is possible that some of these races may be utilized in Therra, but they are geographically specific to a region and are reserved for future Therran items.

Variants [aka Elemental Races] (page 15) - NO (modified) - While the chance exists that a very rare occurance may result in a normal being with elemental heritage utilizing these rules, the option is unavailable to PCs and not normal amongst NPCs. There are already enough elemental-heritaged humanoids in the form of genasi and the like.

Reducing Level Adjustments (page 18) - NO - If you want a LA, you pay for it. If you don't want to pay for it, then don't take it.

Bloodlines (page 19) - NO - While it is possible for mortal races to have various cosmic bloodlines, these are already covered by specific creatures, feats, and templates. There is no reason to turn them into classes as well.

Racial Paragon Classes (page 32) - NO - Enhanced racial abilities should be reflected in feats and ability scores and do not need to be turned into classes.

Variant Character Classes (page 47) - NO - There are enough classes and PrC available that these are simply not needed.

Monk Variant: Fighting Styles (page 52) - YES - These provide a variance of martial arts styles for monks and are not overly powerful.

Paladin Variants: Freedom, Slaughter, and Tryanny (page 53) - NO - "Paladin" types of other alignments are already represented by classes like the blackguard, holy liberator, et al.

Ranger Variant: Planar Ranger (page 55) - NO - There are already several planar-oriented PrC available.

Ranger Variant: Urban Ranger (page 55) - NO - There is no need for rangers to be able to operate in cities. The Urban Tracking feat is not available in Therra.

Sorcerer Variant: Battle Sorcerer (page 56) - NO - There are already arcane PrC that allow arcane casters to be more effective in battle.

Wizard Variant: Domain Wizard (page 57) - NO - There is no disadvantage to taking this variant, so every wizard would do so, and there is no reason to up-power the wizard class.

Other Class Variants (page 58) - NO - There are enough classes and PrC as is.

Specialist Wizard Variants (page 59) - NO - The benefits of a specialist wizard are significant enough. There is no reason to add a suite of new abilities to each type of specialist wizard.

Spontaneous Divine Caster (page 64) - NO - The favoured soul class is already available.

Spontaneous Domain Casting (page 64) - NO - I prefer that clerics gain additional domain spells to broaden their abilities beyond healing. In addition, there is a feat that can duplicate this ability to some extent.

Class Feature Variants (page 65) - NO - The classes are already varied enough by means of PrC that these are not needed.

Prestigious Character Classes (page 69) - NO - Bards, rangers, and paladins are fine as core classes.

Gestalt Characters (page 72) - NO - Way too overpowered.

Fractional Base Bonuses (page 73) - NO - The progressions are a necessary penalty to multiclassing and cherry-picking PrCs.

Generic Classes (page 76) - NO - No need for generic classes when all of the variety of core classes and PrC are available in Therra.

Alternate Skill Systems (page 79) - NO - The skill system works fine as is.

Complex Skill Checks (page 81) - NO (modified) - This system can be applied at DM discretion for uniquely tough or complicated or multi-staged attempts.

Character Traits (page 86) - NO - There are enough PC options without adding another layer to balance, and since they are chosen by the players they can always be optimized for the PC being designed.

Character Flaws (page 91) - NO - PCs can get enough feats without allowing them to custom design flaws that have the least effect on their PC design so that they can gain a feat that has the most effect on their PC design.

Spelltouched Feats (page 92) - NO - There is no reason why simply being exposed to spells would grant fantastic abilities.

Weapon Group Feats (page 94) - NO - The weapon proficiencies work fine as is.

Craft Points (page 97) - NO - Most Therran campaigns allow for downtime.

Adding a Favoured Class (page 100) - NO - There is already an official feat that allows it for some races.

Defense Bonus (page 109) - NO - Degrades the value of armour and magic.

Armour as Damage Reduction (page 111) - NO - While realistic, too drastic a change to the system to balance properly, especially at higher levels.

Damage Conversion (page 112) - NO - Decreases mortality immensely and makes magical healing far too effective.

Injury (page 113) - NO - Too drastic a change to the system to balance properly. It penalizes non-warrior classes and makes combat far too dependent upon a single lucky die roll.

Vitality and Wound Points (page 115) - NO - Too drastic a change to the system to balance properly. A few bad die rolls can turn a combat instantly and irrevocably.

Slower Magical Healing (page 115) - NO - While appealing from a realism point of view, it makes healing during combat useless, and therefore makes combats much more dangerous.

Out of Turn Dodge (page 118) - NO - There are enough defensive combat options without adding another one.

Reserve Points (page 119) - NO - There is already enough healing available between combats. This variant is only really useful for parties without magical healing, and I don't want to change the hit point system just for that eventuality.

Massive Damage Thresholds and Results (page 119) - YES (modified) - The size-based threshold is used.

Death and Dying (page 121) - NO - The standard dying rules are adequate.

Action Points (page 122) - NO - This mechanism is too theatrical and too deus-ex-machina for Therra.

Combat Facing (page 124) - NO - The facing rules (or lack thereof) in standard D&D are elegant and easy. There is no reason to complicate them.

Luck Checks (page 124) - NO - There are already a few feats to represent lucky PCs.

Hex Grid (page 128) - NO - The square grid is good enough and works well with dungeons and other structures.

Enhancement and Touch AC (page 128) - NO - Touch AC is an important vulnerability for PCs and monsters alike and this variant degrades the abilities of spellcasters and their many touch spells.

Variable Modifiers (page 129) - NO - There is enough variable-ness in the normal die rolling without adding an extra layer on top of that.

Bell Curve Rolls (page 132) - NO - The D20 works fine.

Players Roll All the Dice (page 133) - YES - This option essentially changes nothing from standard D&D effect-wise. It simply defines how the players can make rolls instead of the DM. Therefore, adoption of this system is up to individual DMs.

Magic Rating (page 135) - NO - The problem addressed by this is already taken care of somewhat by the Practiced Spellcaster feat. This variant makes multiclassed spellcasters too powerful.

Summon Monster Variants (page 136) - NO - The summon lists, while restrictive, are balanced and adequate.

Metamagic Components (page 139) - NO - While a nice system, only PHB spells are listed, and Therra uses so many other spells from other sources that coming up with other components would be too difficult and time-consuming.

Metamagic and Sorcerers I (page 140) - NO - Sorcerers are already proficient enough with metamagic.

Metamagic and Sorcerers II (page 151) - NO - Sorcerers are already proficient enough with metamagic.

Sponaneous Metamagic (page 151) - NO - Sorcerers and other spontaneous casting classes gain use of metamagic spontaneously as a very important class feature. Allowing other casting classes to use spontaneous metamagic degrades the relative usefulness of those spontaneous casting classes.

Spell Points (page 153) - NO - The standard spell slot system works fine, and spell point systems make psionic characters less unique.

Daily Spell List (page 153) - NO - This variant degrades the uniqueness and utility of spontaneous spellcasting classes.

Recharge Magic (page 157) - NO - Not only is this variant not needed, but the listing only delineates PHB spells, and there are too many other spells available that would have to be playtested and balanced.

Recharging Magic Items (page 158) - NO - Temporary magic items are already easy enough to make that recharging them is unnecessary.

Legendary Weapons (page 162) - NO - The system from Weapons of Legacy handles this concept in a much better fashion.

Item Familiars (page 170) - NO - The system from Weapons of Legacy handles this concept in a much better fashion.

Incantations (page 174) - YES - Access to these and other incantations are controlled by the DM. Such rituals are present in Therra and can be discovered and utilized by PCs.

No SR Against Energy Damage (page 174) - NO - Energy damage spells are very prolific and this variant would make SR much less useful.

Contacts (page 179) - NO - The system presented in Cityscape is more up to date.

Reputation (page 180) - NO - There is no need to formalize a system tha can just be roleplayed out.

Honour (page 185) - NO - There is no honour mechanic in use in Therra. Instead, honour is a role playing device based on a character's actions and reputation.

Taint (page 189) - NO - Although this system mimics in some ways the system from Tome of Horror, the latter is better suited for the land of Pilong.

Sanity (page 194) - NO - Sanity is not a concept that applies well to a fantastical fantasy setting.

Test-Based Prerequisities (page 210) - NO - Therra already has strict limits on PrC access beyond the normal prerequisites.

Level-Independent XP Awards (page 213) - NO - The standard XP system (as modified for Therra above) works fine.


WEAPONS OF LEGACY

Alternatives to Knowledge (history) Checks (page 205) - YES - Other means to determine backrounds and rituals make sense.

Mutable Legacy Items (page 206) - YES - It is possible for such items to exist.

Dual Legacy Items (page 208) - YES - It is possible for such tems to exist.

Sharing a Legacy (page 208) - NO - This rule is unwieldy and makes no sense and is open to abuse.

Monsters of Legacy (page 210) - YES - This template is possible, but only available to the DM and only for very rare circumstances.

Standard Magic Items as Items of Legacy (page 216) - NO - Standard items work fine as is. No reason to convert them into legacy items.

Epic Legacy (page 218) - YES - Certain items can have legacies that extend to epic levels.

 

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