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<blockquote data-quote="el-remmen" data-source="post: 1387614" data-attributes="member: 11"><p>As someone who does not buy into the mythical idea of true rules balance - I find that you cna strip and tweak all you want, because in the end it is all in the DM's hands to tweak things as the campaign progresses to keep "balance" - thigns may be 'out of balance' briefly, but then it get fixed (either in-game or out of game - though I prefer the former) and everything is hunky-dory again. You can't expect a set of rules to do that for you.</p><p></p><p>One of my core philosophies in terms of doing this is called the "<em>Stingy At First</em>" rule - which is to say, I tend to be more strict about rules and items and things at the beginning of a game - because it is easier to fix that by awarding more XP, gold or magic or more generosity in making a ruling than it is to take away what you have granted the players - this makes them grateful, not resentful.</p><p></p><p>An example of another thing I have done is create a wide variety of types of masterwork weapons - one that give bonus to damage, ones that give bonus to attack, some both, some give a knockdown bonus b/c of how they are weighted (I used converted "knockdown rules" from 2E Combat & Tactics), etc. . .the range of bonuses is from +1 to +3 and the time and cost to make them depending on how much you plan to "put in there" varies accordingly.</p><p></p><p>I also play with a Base Defense Bonus determined by class that you always get (unless flat-footed).</p><p></p><p>I say take the stuff away!</p></blockquote><p></p>
[QUOTE="el-remmen, post: 1387614, member: 11"] As someone who does not buy into the mythical idea of true rules balance - I find that you cna strip and tweak all you want, because in the end it is all in the DM's hands to tweak things as the campaign progresses to keep "balance" - thigns may be 'out of balance' briefly, but then it get fixed (either in-game or out of game - though I prefer the former) and everything is hunky-dory again. You can't expect a set of rules to do that for you. One of my core philosophies in terms of doing this is called the "[i]Stingy At First[/i]" rule - which is to say, I tend to be more strict about rules and items and things at the beginning of a game - because it is easier to fix that by awarding more XP, gold or magic or more generosity in making a ruling than it is to take away what you have granted the players - this makes them grateful, not resentful. An example of another thing I have done is create a wide variety of types of masterwork weapons - one that give bonus to damage, ones that give bonus to attack, some both, some give a knockdown bonus b/c of how they are weighted (I used converted "knockdown rules" from 2E Combat & Tactics), etc. . .the range of bonuses is from +1 to +3 and the time and cost to make them depending on how much you plan to "put in there" varies accordingly. I also play with a Base Defense Bonus determined by class that you always get (unless flat-footed). I say take the stuff away! [/QUOTE]
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