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Here are my current set of house rules - please critique
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<blockquote data-quote="El Mahdi" data-source="post: 4884230" data-attributes="member: 59506"><p>Personally, I think the rules he's made are geared towards engendering a certain flavor to his campaign world. But, quite honestly, I don't think it matters <em><strong>why</strong></em> he's making these house rules. The only thing that probably matters is if he's creating any unforeseen balance problems that may throw a wrench into the smooth operation of his game. With that in mind...</p><p> </p><p>Sadrik, I like the flavor your rules engender. In fact, quite a few of them are ones I use myself (just in slightly different iterations, but the end flavor is the same).</p><p> </p><p>My observations:</p><p> </p><p>I don't think you have overly weakened the Druid as compared to the Cleric. In fact, as well as removing heavy armor, I also seriously restrict weapons for Clerics (but you may have retained that to fit with the flavor of your world, so that's cool<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" />). The power of a Druid does not lie with having an animal companion, it's in <em>shape changing</em> and <em>summoning</em> spells. Taking away animal companion is a fairly small change, IMO.</p><p> </p><p>Also, I like the idea of making <em>Animal Companion/Familiar</em> a feat. Takes away the "everyone" has an animal companion/familiar schtick. Reminds me of a picture I once saw in Dragon magazine for an article about wizard familiars. It showed three wizards, each with a different animal companion. It just looked silly to me. More like a fantasy pet club than serious wizards.</p><p> </p><p>Multiclassing however could be a problem. Multiclassing already allows players to make single class character look like wimps next to there multiclassed compatriots. Bumping up the class abilities essentially making them higher leveled characters (just without the numbers), increases their comparitive abilities even more compared to a single class character. Now, unless you specifically want everyone in your game to be multiclass, I think anyone who chooses a single class is going to feel like they're being penalized.</p><p> </p><p> </p><p>Anyways, other than that I don't see any problems with your houserules. In fact, it looks like a very fun campaign your preparing. One that I'd probably enjoy myself. Just one other thing though, make sure your players like these rules too.</p><p> </p><p> </p><p>Take care and have fun with the campaign.</p></blockquote><p></p>
[QUOTE="El Mahdi, post: 4884230, member: 59506"] Personally, I think the rules he's made are geared towards engendering a certain flavor to his campaign world. But, quite honestly, I don't think it matters [I][B]why[/B][/I] he's making these house rules. The only thing that probably matters is if he's creating any unforeseen balance problems that may throw a wrench into the smooth operation of his game. With that in mind... Sadrik, I like the flavor your rules engender. In fact, quite a few of them are ones I use myself (just in slightly different iterations, but the end flavor is the same). My observations: I don't think you have overly weakened the Druid as compared to the Cleric. In fact, as well as removing heavy armor, I also seriously restrict weapons for Clerics (but you may have retained that to fit with the flavor of your world, so that's cool:cool:). The power of a Druid does not lie with having an animal companion, it's in [I]shape changing[/I] and [I]summoning[/I] spells. Taking away animal companion is a fairly small change, IMO. Also, I like the idea of making [I]Animal Companion/Familiar[/I] a feat. Takes away the "everyone" has an animal companion/familiar schtick. Reminds me of a picture I once saw in Dragon magazine for an article about wizard familiars. It showed three wizards, each with a different animal companion. It just looked silly to me. More like a fantasy pet club than serious wizards. Multiclassing however could be a problem. Multiclassing already allows players to make single class character look like wimps next to there multiclassed compatriots. Bumping up the class abilities essentially making them higher leveled characters (just without the numbers), increases their comparitive abilities even more compared to a single class character. Now, unless you specifically want everyone in your game to be multiclass, I think anyone who chooses a single class is going to feel like they're being penalized. Anyways, other than that I don't see any problems with your houserules. In fact, it looks like a very fun campaign your preparing. One that I'd probably enjoy myself. Just one other thing though, make sure your players like these rules too. Take care and have fun with the campaign. [/QUOTE]
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Here are my current set of house rules - please critique
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