SteveC
Doing the best imitation of myself
Hi everyone!
I will be starting a new campaign in a few weeks using the 3.5 rules. My GM is somewhat inexperienced with them, and tends to run a very "by the book" game. The problem is that I know he gives out significantly fewer magic items and lower powered items than are recommended in the book.
Now much of the time our opponents are classed characters, and he designes them in much the same way as our characters are, so there are usually no issues. The problem (isn't there always one) is that this campaign (an outgrowth of the last one) is going to include a lot more monsters and creature encounters. I have suggested that he run encounters with a lower EL against us, but that is something that he is not that happy with doing all the time.
Now my GM trusts me with most rule questions, and so he's come to me to ask about some house rules for the game. I have some ideas, but wanted to get the opinions of ENWorld on this issue.
What house rules would you want to see in a campaign where there would be much less in the way of magical treasure than normal?
My suggestions at this point are:
1. High stats. This GM's previous campaign had characters with very high stats. This really compensated for the fact that there were no stat boost items in the game at all.
2. Defense Bonus. I am going to suggest the GM use some kind of class based defense bonus adjustment, since there will be little if any magic armor/rings of protection and so forth. I am not sure exactly which to use (I am torn between the one in Unearthed Arcana because it is simple, or the one from the Second World Sourcebook because I like it a lot).
3. Increased healing rate or Reserve Points from Unearthed Arcana, as there will be little or no healing magic.
What are your thoughts? What would you recommend in my place?
Oh, I should mention that the game is balanced more towards negotiation and roleplaying than combat, but it has quite a share of combats--usually not many encounters at once, however.
Let me know what you think!
I will be starting a new campaign in a few weeks using the 3.5 rules. My GM is somewhat inexperienced with them, and tends to run a very "by the book" game. The problem is that I know he gives out significantly fewer magic items and lower powered items than are recommended in the book.
Now much of the time our opponents are classed characters, and he designes them in much the same way as our characters are, so there are usually no issues. The problem (isn't there always one) is that this campaign (an outgrowth of the last one) is going to include a lot more monsters and creature encounters. I have suggested that he run encounters with a lower EL against us, but that is something that he is not that happy with doing all the time.
Now my GM trusts me with most rule questions, and so he's come to me to ask about some house rules for the game. I have some ideas, but wanted to get the opinions of ENWorld on this issue.
What house rules would you want to see in a campaign where there would be much less in the way of magical treasure than normal?
My suggestions at this point are:
1. High stats. This GM's previous campaign had characters with very high stats. This really compensated for the fact that there were no stat boost items in the game at all.
2. Defense Bonus. I am going to suggest the GM use some kind of class based defense bonus adjustment, since there will be little if any magic armor/rings of protection and so forth. I am not sure exactly which to use (I am torn between the one in Unearthed Arcana because it is simple, or the one from the Second World Sourcebook because I like it a lot).
3. Increased healing rate or Reserve Points from Unearthed Arcana, as there will be little or no healing magic.
What are your thoughts? What would you recommend in my place?
Oh, I should mention that the game is balanced more towards negotiation and roleplaying than combat, but it has quite a share of combats--usually not many encounters at once, however.
Let me know what you think!