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General Tabletop Discussion
*Pathfinder & Starfinder
House rules and all that...praise, flames, etc?
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<blockquote data-quote="seasong" data-source="post: 827940" data-attributes="member: 5137"><p>Well, he was expecting flames, and you provided.</p><p></p><p>The rules don't look like they will work very well, although they should be functional with a good GM, and as long as there aren't any math inclined players who will try to abuse the stacking bonuses, etc. Fortunately, good house rules is rarely, if ever, a prerequisite for being a good GM.</p><p></p><p>Unless you have Drawmack as a player, apparently. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p><strong>CerberusAOD:</strong> Really, if those rules make you more <em>comfortable</em> and able to focus on the game, by all means, go with them. If you're just trying to improve the system in a general sense, however, I'd just leave 'em alone - not dissing you as a GM, but the rules don't look much improved.</p><p></p><p>WP+VP: This is okay.</p><p></p><p>Crits: The +1 per x+1 is kind of crappy; a 19-20/x2 is immensely more valuable than a 20/x3 under this system. I would recommend, instead, allowing a x3 to apply x1 damage to VP in addition to x1 damage to WP; and a x4 to apply x2 damage to VP.</p><p></p><p>Initiative: Not particularly useful change, but, eh.</p><p></p><p>Staves: Huh? Does not seem to have any impact other than to screw non-fighters, yet again.</p><p></p><p>Special Actions: As Drawmack said, this does NOT look streamlined.</p><p></p><p>Skills: Goodbye, intelligent skilled fighter. Goodbye, Spellcraft for wizards. Goodbye, goodbye, goodbye.</p><p></p><p>Exorcizement: Interesting. Don't much like the mechanic, though.</p><p></p><p>The feats are too much for me to look at quickly.</p></blockquote><p></p>
[QUOTE="seasong, post: 827940, member: 5137"] Well, he was expecting flames, and you provided. The rules don't look like they will work very well, although they should be functional with a good GM, and as long as there aren't any math inclined players who will try to abuse the stacking bonuses, etc. Fortunately, good house rules is rarely, if ever, a prerequisite for being a good GM. Unless you have Drawmack as a player, apparently. ;) [b]CerberusAOD:[/b] Really, if those rules make you more [i]comfortable[/i] and able to focus on the game, by all means, go with them. If you're just trying to improve the system in a general sense, however, I'd just leave 'em alone - not dissing you as a GM, but the rules don't look much improved. WP+VP: This is okay. Crits: The +1 per x+1 is kind of crappy; a 19-20/x2 is immensely more valuable than a 20/x3 under this system. I would recommend, instead, allowing a x3 to apply x1 damage to VP in addition to x1 damage to WP; and a x4 to apply x2 damage to VP. Initiative: Not particularly useful change, but, eh. Staves: Huh? Does not seem to have any impact other than to screw non-fighters, yet again. Special Actions: As Drawmack said, this does NOT look streamlined. Skills: Goodbye, intelligent skilled fighter. Goodbye, Spellcraft for wizards. Goodbye, goodbye, goodbye. Exorcizement: Interesting. Don't much like the mechanic, though. The feats are too much for me to look at quickly. [/QUOTE]
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Community
General Tabletop Discussion
*Pathfinder & Starfinder
House rules and all that...praise, flames, etc?
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