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Community
General Tabletop Discussion
*Pathfinder & Starfinder
2 House Rules
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<blockquote data-quote="77IM" data-source="post: 4609882" data-attributes="member: 12377"><p>House rule #1:</p><p></p><p>Not bad. These look pretty balanced. The main problem I see, is that you will need to come up with new unique abilities for every character, which is a bunch of extra work and may become difficult to balance.</p><p></p><p>I do like for character backgrounds to have some mechanical impact. My own approach is very generic: <a href="http://www.enworld.org/forum/4e-fan-creations-house-rules/232141-craft-profession-rules-lite.html" target="_blank">http://www.enworld.org/forum/4e-fan-creations-house-rules/232141-craft-profession-rules-lite.html</a></p><p></p><p>I'm always uneasy about using healing surges for anything other than healing. It always feels like I am cannibalizing myself. Plus, some characters get more than others. The wizard, for example, has very few to begin with and needs to spend 2 surges to use his thing, so he's just hastening the onset of an extended rest.</p><p></p><p></p><p>House rule #2:</p><p></p><p>Interesting, and maybe useful, but be prepared to have players totally disrupt everything by introducing weird plot developments. You can control this by having players state their goal (Intimidate bonus) and then the DM decides what form it takes (timely flash of lightning).</p><p></p><p>I also like the idea of bonuses and penalties based on how much sense the plot twist makes. If you phrase the twist in the form of a question ("Do I know the shopkeeper from around town?") you are basically playing <a href="http://www.mythic.wordpr.com/page14/page14.html" target="_blank">Mythic</a>.</p><p></p><p>I would not limit this per day. It leads to weird interactions when you are lost in the woods. "Let's just sleep and try for another dramatic twist tomorrow." Instead, do it per game session. Maybe everybody gets one twist per 3 hours of game play or something?</p><p></p><p> -- 77IM</p></blockquote><p></p>
[QUOTE="77IM, post: 4609882, member: 12377"] House rule #1: Not bad. These look pretty balanced. The main problem I see, is that you will need to come up with new unique abilities for every character, which is a bunch of extra work and may become difficult to balance. I do like for character backgrounds to have some mechanical impact. My own approach is very generic: [url]http://www.enworld.org/forum/4e-fan-creations-house-rules/232141-craft-profession-rules-lite.html[/url] I'm always uneasy about using healing surges for anything other than healing. It always feels like I am cannibalizing myself. Plus, some characters get more than others. The wizard, for example, has very few to begin with and needs to spend 2 surges to use his thing, so he's just hastening the onset of an extended rest. House rule #2: Interesting, and maybe useful, but be prepared to have players totally disrupt everything by introducing weird plot developments. You can control this by having players state their goal (Intimidate bonus) and then the DM decides what form it takes (timely flash of lightning). I also like the idea of bonuses and penalties based on how much sense the plot twist makes. If you phrase the twist in the form of a question ("Do I know the shopkeeper from around town?") you are basically playing [URL="http://www.mythic.wordpr.com/page14/page14.html"]Mythic[/URL]. I would not limit this per day. It leads to weird interactions when you are lost in the woods. "Let's just sleep and try for another dramatic twist tomorrow." Instead, do it per game session. Maybe everybody gets one twist per 3 hours of game play or something? -- 77IM [/QUOTE]
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