[unchained] What alternate rules systems make the game feel fresh and different for you?


Product Discussion


In response to all the "OMG we needz a SECUND AHDITION" threads that exist over the course of the years, what are some of the alternate systems that exist in Unchained and other such subsystems that make the game feel like a new edition, but don't require you to relearn the game or buy all new books for feats and such?

Personally, I love the new action system, blended with my own bastardized condensed skill system, with some of the alternate spellcasting rules thrown in.

I really want to convince my players to attempt the spell points system, I also want to really try the Spell Attack Roll system.

Silver Crusade

Well I just picked up the book last week, but it is worth it to me just for the way the monk works now. So much easier


I'm not sure if this exactly what your looking for but I found the 3rd party book Sphere's of Power to add a a lot to my games, and my players love it (though it took some convincing to actually open the darn book).


At my table, the unchained classes have replaced their original counterparts.

We incorporated the Background Skills and the skill unlocks.

If we weren't at 13th level and near the end of a campaign, I'd bring in Automatic bonus progression as well, but it's too much of a hassle here. Any new campaign I might GM, I'll surely use it.
(I'm debating if I add Wounds and Vigor as well and have the 'wounded' condition from Unchained apply instead of getting staggered once you're out of vigor...)


Pathfinder Adventure Path, Lost Omens, Rulebook, Starfinder Roleplaying Game Subscriber

Our group has adopted a number of the alternate systems described in unchained (automatic bonus progression, skill variants, unchained classes). But the two changes that have made the biggest impact to fun of the game in our group are:

1. The Revised Action Economy system from Unchained (with a few tweaks).

Combat is soooo much more enjoyable and free-flowing than in the old system. And longer we play with it, the more we discover other side benefits of running things this way.

2. The Rebuilding rules from Ultimate Campaign.

Pathfinder is crammed with cool builds and character ideas that don't come together until level X, and it's fun for no-one to have to slog through all of the previous levels until you get there. Allowing players to play a fun character at all levels, retraining once they get to level X, has made the game a lot more fun for those players.


Simplified spellcasting + esoteric components + dynamic item creation surprisingly changed a rather decent amount.


Did not have a chance to playtest it yet but from reading it I like:
- action economy
- wound threshold
- revised skills

I plan on running a game to test those together with armor as DR.

But I'm already working on a tweak for the action economy that allows iterative attack without penalty from when you'd have gotten them in the old system. So at 1-5th level a fighter can make attacks at 0, -5, -10 while from 6 on he can make them at 0, 0, -5.


I've started using backgrounds skills and I've replaced summoner with the unchained version. In future I am tempted to try the iterative attacks rules.

Contributor

Eryx_UK wrote:
I've started using backgrounds skills and I've replaced summoner with the unchained version. In future I am tempted to try the iterative attacks rules.

I've tried them. They work well if not dealing with natural attacks. Natural attacks get a bit confusing when trying to determine the correct number of attacks, I feel. However, I really like the glancing blow mechanic and am using that now in my games.


donato wrote:
Eryx_UK wrote:
I've started using backgrounds skills and I've replaced summoner with the unchained version. In future I am tempted to try the iterative attacks rules.
I've tried them. They work well if not dealing with natural attacks. Natural attacks get a bit confusing.

I did not like them when reading them. Now one of the big bonuses of having multiple attacks is that you have a better chance of rolling high at least once. With the new iterative rule it's all or nothing.


Just a Guess wrote:
donato wrote:
I've tried them. They work well if not dealing with natural attacks. Natural attacks get a bit confusing.
I did not like them when reading them. Now one of the big bonuses of having multiple attacks is that you have a better chance of rolling high at least once. With the new iterative rule it's all or nothing.

Well, no it's all or not much. The glancing blows donato mentioned.

Contributor

Just a Guess wrote:
donato wrote:
Eryx_UK wrote:
I've started using backgrounds skills and I've replaced summoner with the unchained version. In future I am tempted to try the iterative attacks rules.
I've tried them. They work well if not dealing with natural attacks. Natural attacks get a bit confusing.
I did not like them when reading them. Now one of the big bonuses of having multiple attacks is that you have a better chance of rolling high at least once. With the new iterative rule it's all or nothing.

A glancing blow for a natural attack means that only a single attack hits. However, the part that rubbed me the wrong way was adding up the number of primary and secondary attacks to determine the possible total amount of attacks. It's not difficult, but it is something that bogs down running monsters. This is especially true if you deal with natural attacks only rarely and have to look up the rules every time.


We tested the revised action economy last week and liked it. A lot. Will be testing it again tonight with a level 8 party, last week was level 4.

A refreshing change.


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Fractional Base Bonus progression. The way BAB and Saves should have always progressed, and it makes spreadsheets work more easily too.


donato wrote:
Just a Guess wrote:
donato wrote:
Eryx_UK wrote:
I've started using backgrounds skills and I've replaced summoner with the unchained version. In future I am tempted to try the iterative attacks rules.
I've tried them. They work well if not dealing with natural attacks. Natural attacks get a bit confusing.
I did not like them when reading them. Now one of the big bonuses of having multiple attacks is that you have a better chance of rolling high at least once. With the new iterative rule it's all or nothing.
A glancing blow for a natural attack means that only a single attack hits. However, the part that rubbed me the wrong way was adding up the number of primary and secondary attacks to determine the possible total amount of attacks. It's not difficult, but it is something that bogs down running monsters. This is especially true if you deal with natural attacks only rarely and have to look up the rules every time.

Yes, that seems tedious. But even without natural attacks: A 6th level full BAB has two chances to hit something. With the new rules he only has one chance but might hit multiple times if he rolls well. More likely to be very swingy.


UnArcaneElection wrote:

Fractional Base Bonus progression. The way BAB and Saves should have always progressed, and it makes spreadsheets work more easily too.

Isn't that only an issue if you have someone multiclassing?


DM Sothal wrote:
Isn't that only an issue if you have someone multiclassing?

Yes? Many people do multiclass.

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