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House rules for mid-levels
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<blockquote data-quote="kinem" data-source="post: 5714636" data-attributes="member: 24234"><p>I'm planning to DM my first mid-level PF game (ToH in the PBP forum). So far I have a few house rules. I'd like to know what you think of them and also whether there are other significant things that need fixing that I should be aware of. Thanks.</p><p></p><p>House Rules:</p><p></p><p>- A wizard can choose at 1st level not to form an arcane bond.</p><p></p><p><em>rationale:</em> Instead of choosing a familiar and then leaving it at home, I see no reason why a wizard would need to form such a bond. I'm not a fan of familiars. Most will choose a bonded item anyway, but for those who are paranoid about loosing their gear, this is an option.</p><p></p><p>- A witch can choose at 1st level not to have a familiar and instead prepares and learns spells using a spellbook in the manner of a wizard. Such a witch can learn spells from the wizard list but treats them as 1 spell level higher.</p><p></p><p><em>rationale:</em> See above, plus the idea of a witch learning spells by feeding burnt scrolls to his familiar really grates on me. The ability to learn wizard spells might be overpowered compared to having a familiar, but I see the witch as a variant wizard more than a separate class.</p><p></p><p>In fact, it doesn't make sense to me that the standard "familiar + mysterious forces" witch is an intelligence-based caster. Flavor like that is associated with charisma-based casters like the oracle and sorcerer. Intelligence-based casting should imply that you learn magic by studying complex formulas.</p><p></p><p>If it was really based on a "pact" then his powers should depend entirely on quid pro quo (what the witch will do for his patron, which had better be something concrete!) even more so than for a cleric. Clearly the "pact" idea is not meant to have any actual meaning or effects. It should be replaced.</p><p></p><p>New feat:</p><p></p><p>Mojo Skin:</p><p>Whenever you get magical tattoos as "slotless" versions of standard slotted magic items, it only costs as much as the standard items. (Normally it costs twice as much as the standard items.)</p><p></p><p><em>rationale:</em> Nobody ever bothers getting magic tattoos since they're so expensive. It now costs a feat to make them cheaper, so not everyone will go for it, but some might. Other than saving slots, they are harder to take away from you and can't be looted from your dead body.</p><p></p><p>I believe that magic tattoos should be permanent - that being a main characteristic of tattoos after all - and I strongly dislike ones that "crawl" around or detach themselves.</p><p></p><p>Modified feat:</p><p>The spell level adjustment for Persistent Spell is +3 (not +2).</p><p></p><p><em>rationale</em>: Needing two saving throws is overpowered. Compared to Quicken Spell, it's a bit less powerful, but that ignores the fact that you can cast both a Quickened and a Persistent spell in to same round, thus requiring 3 (or up to 4 with P&Q) saves with save or lose spells vs the same BBEG. I'm tempted to nerf it further but want to see what people think.</p><p></p><p>I'm also of the camp that thinks the Paladin is still overpowered even after the errata nerf - if you can't use a traditional-style BBEG (especially if your ability to do so depends only on whether a certain PC class is among the party) it's a problem with the ruleset not with the tradition - but will not be dealing with that this time around as it is more of a problem at higher levels.</p></blockquote><p></p>
[QUOTE="kinem, post: 5714636, member: 24234"] I'm planning to DM my first mid-level PF game (ToH in the PBP forum). So far I have a few house rules. I'd like to know what you think of them and also whether there are other significant things that need fixing that I should be aware of. Thanks. House Rules: - A wizard can choose at 1st level not to form an arcane bond. [I]rationale:[/I] Instead of choosing a familiar and then leaving it at home, I see no reason why a wizard would need to form such a bond. I'm not a fan of familiars. Most will choose a bonded item anyway, but for those who are paranoid about loosing their gear, this is an option. - A witch can choose at 1st level not to have a familiar and instead prepares and learns spells using a spellbook in the manner of a wizard. Such a witch can learn spells from the wizard list but treats them as 1 spell level higher. [I]rationale:[/I] See above, plus the idea of a witch learning spells by feeding burnt scrolls to his familiar really grates on me. The ability to learn wizard spells might be overpowered compared to having a familiar, but I see the witch as a variant wizard more than a separate class. In fact, it doesn't make sense to me that the standard "familiar + mysterious forces" witch is an intelligence-based caster. Flavor like that is associated with charisma-based casters like the oracle and sorcerer. Intelligence-based casting should imply that you learn magic by studying complex formulas. If it was really based on a "pact" then his powers should depend entirely on quid pro quo (what the witch will do for his patron, which had better be something concrete!) even more so than for a cleric. Clearly the "pact" idea is not meant to have any actual meaning or effects. It should be replaced. New feat: Mojo Skin: Whenever you get magical tattoos as "slotless" versions of standard slotted magic items, it only costs as much as the standard items. (Normally it costs twice as much as the standard items.) [I]rationale:[/I] Nobody ever bothers getting magic tattoos since they're so expensive. It now costs a feat to make them cheaper, so not everyone will go for it, but some might. Other than saving slots, they are harder to take away from you and can't be looted from your dead body. I believe that magic tattoos should be permanent - that being a main characteristic of tattoos after all - and I strongly dislike ones that "crawl" around or detach themselves. Modified feat: The spell level adjustment for Persistent Spell is +3 (not +2). [I]rationale[/I]: Needing two saving throws is overpowered. Compared to Quicken Spell, it's a bit less powerful, but that ignores the fact that you can cast both a Quickened and a Persistent spell in to same round, thus requiring 3 (or up to 4 with P&Q) saves with save or lose spells vs the same BBEG. I'm tempted to nerf it further but want to see what people think. I'm also of the camp that thinks the Paladin is still overpowered even after the errata nerf - if you can't use a traditional-style BBEG (especially if your ability to do so depends only on whether a certain PC class is among the party) it's a problem with the ruleset not with the tradition - but will not be dealing with that this time around as it is more of a problem at higher levels. [/QUOTE]
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