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*Pathfinder & Starfinder
House rules for Improved Game Balance.
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<blockquote data-quote="Zinovia" data-source="post: 5098574" data-attributes="member: 57373"><p> <ol> <li data-xf-list-type="ol"><br /> Except for the bonus to NADs at level 1, this is a fairly common house rule. My game uses the exact same adjustment. <br /> <br /> <br /> It is more common to grant a raise to three ability scores at the 4/8 levels (instead of the default two) in the house rules I've seen, including my own. I don't think yours will unbalance things necessarily, but it does reduce the specialness of hitting 11 and 21 a little, and reduces the characters' weaknesses, which may or may not matter in your game. Which stats to boost is also a tough choice for people when leveling up, and often determines the direction they want to take that character. I prefer to leave at at "boost 3 stats at the 4/8 levels". <br /> <br /> <br /> No one in my current game does much with temporary HP, but I thought they were like any encounter power type effect - by default it wears off in 5 minutes. I could be mistaken, but it certainly makes sense to run it that way. <br /> <br /> I didn't think you could stand up from prone in a square occupied by an ally, but I must admit I haven't read the rules recently, and I am too lazy to go find it right now. I'll look it up a bit later. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> <br /> <br /> Inherent bonuses are a great solution to a game where you want magic items to be more about the flavor and less about mechanics. It might change the feel of the game, but it would work just fine and solve a lot of issues in balancing out treasure. <br /> <br /> I'm not sure reducing the monsters HP by 1/level is really enough to make a difference. I think the majority of people who reduce monster HP do so by some percentage. 3/4 hp is pretty common, but I've also seen recommendations from 50% up to 90%. How much likely depends on the group - mine hits pretty hard, but a group with fewer strikers is going to need more of a hand in this area to reduce grind. </li> </ol><p></p><p>Currently at the high levels of the game, your weakest NAD is going to be *really* weak without adjustment. I don't think they start off as being all that weak, so I don't see the need for the initial starting +1. Boosting 3 stats lets you keep having bonuses to all three NADs if you place them that way. If you want to boost Wisdom and Charisma but not Strength or Con, well, you'll have a low Fort. That's your choice. </p><p></p><p>As for skill bonuses, they don't diverge at high levels all that much due to the half level bonus. Sure, the people boosting the relevant stat will pull away from those who aren't, but that makes some sense, doesn't it? It will never approach the crazy divergences possible in 3E. I don't see the need to raise all the abilities at every level you get a stat boost. It feels like too much, and that it will flatten out the differences between characters - or rather not allow those who boost stats to stand out from their buddies who didn't. </p><p></p><p>Overall your rules seem fine, and similar to what many others have done, with the few differences I pointed out. It should work, and I don't think the stat thing will necessarily create any totally out of balance builds. Your entire group will be more powerful, but that's okay.</p></blockquote><p></p>
[QUOTE="Zinovia, post: 5098574, member: 57373"] [LIST=1] Except for the bonus to NADs at level 1, this is a fairly common house rule. My game uses the exact same adjustment. It is more common to grant a raise to three ability scores at the 4/8 levels (instead of the default two) in the house rules I've seen, including my own. I don't think yours will unbalance things necessarily, but it does reduce the specialness of hitting 11 and 21 a little, and reduces the characters' weaknesses, which may or may not matter in your game. Which stats to boost is also a tough choice for people when leveling up, and often determines the direction they want to take that character. I prefer to leave at at "boost 3 stats at the 4/8 levels". No one in my current game does much with temporary HP, but I thought they were like any encounter power type effect - by default it wears off in 5 minutes. I could be mistaken, but it certainly makes sense to run it that way. I didn't think you could stand up from prone in a square occupied by an ally, but I must admit I haven't read the rules recently, and I am too lazy to go find it right now. I'll look it up a bit later. :D Inherent bonuses are a great solution to a game where you want magic items to be more about the flavor and less about mechanics. It might change the feel of the game, but it would work just fine and solve a lot of issues in balancing out treasure. I'm not sure reducing the monsters HP by 1/level is really enough to make a difference. I think the majority of people who reduce monster HP do so by some percentage. 3/4 hp is pretty common, but I've also seen recommendations from 50% up to 90%. How much likely depends on the group - mine hits pretty hard, but a group with fewer strikers is going to need more of a hand in this area to reduce grind. [/LIST] Currently at the high levels of the game, your weakest NAD is going to be *really* weak without adjustment. I don't think they start off as being all that weak, so I don't see the need for the initial starting +1. Boosting 3 stats lets you keep having bonuses to all three NADs if you place them that way. If you want to boost Wisdom and Charisma but not Strength or Con, well, you'll have a low Fort. That's your choice. As for skill bonuses, they don't diverge at high levels all that much due to the half level bonus. Sure, the people boosting the relevant stat will pull away from those who aren't, but that makes some sense, doesn't it? It will never approach the crazy divergences possible in 3E. I don't see the need to raise all the abilities at every level you get a stat boost. It feels like too much, and that it will flatten out the differences between characters - or rather not allow those who boost stats to stand out from their buddies who didn't. Overall your rules seem fine, and similar to what many others have done, with the few differences I pointed out. It should work, and I don't think the stat thing will necessarily create any totally out of balance builds. Your entire group will be more powerful, but that's okay. [/QUOTE]
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