« Reply #781 on: April 18, 2011, 11:26:21 PM »
Also, I am aware of Magic of Eberron's rules of do not mix and match graft types, but if your following up with that then I suggest you read the following:
This section contains information on grafts representative of a few of the different cultures discussed in Magic of Eberron. (The rules presented here might deviate from those of the grafts presented in other books. These rules apply only to the grafts in this book, and not to any other form of graft previously introduced.)
Isn't Races of the Dragon the most up to date 3.5 graft source?
Yes. They apply to Draconic grafts, not all.
The draconic grafts in this book have the following rules in common. (These follow the revised graft rules presented in Magic of Eberron.)
And as noted, MoE's rules do not replace the rules for other grafts either.
FYI, MoE/RotD graft rules never really could replace old grafting rules anyway. New rules establish as a base rule all grafts require a HP loss for having them and give a bonus for having multiple grafts of the same type. That being said, they did toss a minor update, you cannot mix old and new style grafts. Just old/old which notable use a penalty system that becomes worse for you the more you mix and match.
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Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
[/spoiler]