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Starship Cartographer
I'm putting together a new campaign and I'd like to avoid characters that do silly things just because the rules make it the most effective course of action. For example: using a shield for your primary weapon. If the real world worked like D&D, all of the warriors of the middle ages would have fought with a wooden shield as their primary weapon! So I figure I need to rule-zero either Shield Charge feat or the Spikes spell to avoid that.
Though I'm certainly willing to introduce house rules mid-campaign, I'd rather list them up front so that players can plan accordingly. So what are some simpel rules that I could put in place to keep people from following the munchkin route?
A couple ideas I am currently considering are:
- An xp penalty for anyone who takes one level of a class (or PrC) without taking the second level.
- Having multipliers overlap rather than stack (so Battle Axe critical hit + Rhino Hide + Holy Weapon is still just x3 rather than x5).
My goal is to have players make interesting, fun characters rather than rules-based uber smackdown d00ds. In other words, I want a campaign where even a bard could be a productive member of the company!
Though I'm certainly willing to introduce house rules mid-campaign, I'd rather list them up front so that players can plan accordingly. So what are some simpel rules that I could put in place to keep people from following the munchkin route?
A couple ideas I am currently considering are:
- An xp penalty for anyone who takes one level of a class (or PrC) without taking the second level.
- Having multipliers overlap rather than stack (so Battle Axe critical hit + Rhino Hide + Holy Weapon is still just x3 rather than x5).
My goal is to have players make interesting, fun characters rather than rules-based uber smackdown d00ds. In other words, I want a campaign where even a bard could be a productive member of the company!
