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Here are my current set of house rules - please critique
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<blockquote data-quote="Dyson Logos" data-source="post: 4883510" data-attributes="member: 83678"><p>My only issue with the Cleric is that the players (and the system) will pressure the cleric into taking healing spells as one of his spell choices at each level, leaving them with even less spell choices. The assumption in the game mechanics is that a cleric can spontaneously switch to a cure spell of the appropriate level, getting rid of this ability puts them in a position of having to reacquire it as I mentioned above.</p><p></p><p>Maybe give them the basic cure spells as freebies?</p><p></p><p></p><p></p><p></p><p>Can these apply together? ie: Can a caster cast a spell that normally has an expensive material component without GP or XP cost by spending a day to cast the spell? Personally I find resurrection too good as it stands, being able to just dump gold into it instead of hunting down expensive diamonds makes it even better, and being able to cast it as a ritual makes it even better again.</p><p></p><p>I like the criticals & sneak attack rule, keeps rogues from being sidelined too easily. However I would definitely figure out a simple method of increasing the hp of undead and constructs to account for their sudden loss of a special defense.</p><p></p><p>The starting money for characters seems exceptionally low - meaning that there will basically be no magic items for a new character so they will be pretty underpowered compared to most established characters unless you don't hand out magic items in play.</p></blockquote><p></p>
[QUOTE="Dyson Logos, post: 4883510, member: 83678"] My only issue with the Cleric is that the players (and the system) will pressure the cleric into taking healing spells as one of his spell choices at each level, leaving them with even less spell choices. The assumption in the game mechanics is that a cleric can spontaneously switch to a cure spell of the appropriate level, getting rid of this ability puts them in a position of having to reacquire it as I mentioned above. Maybe give them the basic cure spells as freebies? Can these apply together? ie: Can a caster cast a spell that normally has an expensive material component without GP or XP cost by spending a day to cast the spell? Personally I find resurrection too good as it stands, being able to just dump gold into it instead of hunting down expensive diamonds makes it even better, and being able to cast it as a ritual makes it even better again. I like the criticals & sneak attack rule, keeps rogues from being sidelined too easily. However I would definitely figure out a simple method of increasing the hp of undead and constructs to account for their sudden loss of a special defense. The starting money for characters seems exceptionally low - meaning that there will basically be no magic items for a new character so they will be pretty underpowered compared to most established characters unless you don't hand out magic items in play. [/QUOTE]
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Here are my current set of house rules - please critique
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