Let the Munchkins just take NPC-Classes
This might sound silly at first, but it works great for Low-Magic-Campaigns(Ok all players need to do take npc-Classes, not just the munchkins and the commoner is not a suitable class at all, but otherwise it works).
What about using Intimidate(perhaps with Dex instead of Cha) opposed to the victims Will- or Fortitudesave(whichever is greater)?
Actually hurting the victim may give a bonus to the intimidate check, long term torturing should result in temporary Abilty-damage.
Doesn't it say something akin to for noweapon-equipment the prize equals 500gp time the weight of the item? If it says so, the actual prize for the pure metal would be 250gp (according to the Craft-Skill-rules)
I have another idea why the less crunchy books don'T sell that much: If you are a speaker of a foreign language (like me) it's a pretty easy thing to understand the crunchy bits (i.e. Spells, GameMechanics, etc.) to a degree that you can use them, but it's harder to understand the less crunchy...
1.Give the enemys magic,too. Not necessary directed right against the spellcasters tactic, like Dispel Magic but something which seems generally reasonable(If someone mage- looking stands in the backyard he's most likely preparing a fireball, it's reasonable to take him out before he frys the...
As a DM I hate fighters: In comparison to them, every other class sucks in combat, but outside combat fighters suck. No thats wrong. They don't suck because they can't even try to suck: They have absolutely no noncomabt-abilties and their usual 1-Skill-point/level makes them pretty useless...
@DnDChick: What conversion were you Working on? Can I see it somewhere?
@2Late: Yes you can do this, but please give me a preview of it.
You can use your writeup in any case, but if I belive it's not tasteful I don't want to be mentioned, Ok?
I have had a rule that, whenver your remaining hitpoints are reduced by more than a half from a single stike(or spell or whatever) the character had to succeed a Constitution-Check(DC15) or be disabled, if the check failed by more than ten the character was knocked out.
Worked IMHO good, but...
Templates usally just add things to a given creature, but don't substract anything, so it WOULD be quite unbalancing to use templates for beginning PC's.
Think about whats more powerful:
All Human-class abilities
All Human-class abilities+Half-orc-Benefits/Flaws
All Human-class...
Nearly to every Wiz/Sorc in my campaign has this skill and it's fairly high but I have no clue what to do with it, whats not allready covered by spellcraft.
Can you give me some suggestions what to do with it, so that my players don't have a next to useless skill?