Crazy Jerome
First Post
Anything else bothering you from a power-balance or ease of use standpoint? You might consider a solution that addresses everything at once. I find that if there are only one or two things I want to house rule, then better to do them directly. But if there are several, possibly inter-related things, better to make one house rule that deals with the whole problem at once. My players have a limited tolerance for house rules. (They don't mind the balance issues. They simply don't want to absorb too much in the way of rules changes.)
For example, I dislike the expertise feats (though the saving throw ones are alright) as an inelegant fix, and because I don't much care for the characters getting overly locked into one type of equipment. I also don't much care for the clunkiness of the daily magic item use limit. So in my current game, I decided to ban all the expertise feats and remove the daily magic item use limit. If party synergy isn't enough to handle any issues arising from falling behind the math, then I can be more generous with magic. I don't need anything special done in the online tool, and the players can more easily understand their magic item options. Win-win.
For example, I dislike the expertise feats (though the saving throw ones are alright) as an inelegant fix, and because I don't much care for the characters getting overly locked into one type of equipment. I also don't much care for the clunkiness of the daily magic item use limit. So in my current game, I decided to ban all the expertise feats and remove the daily magic item use limit. If party synergy isn't enough to handle any issues arising from falling behind the math, then I can be more generous with magic. I don't need anything special done in the online tool, and the players can more easily understand their magic item options. Win-win.