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*Pathfinder & Starfinder
House rules to keep my "Thieves Guild" campaign from getting out of control
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<blockquote data-quote="General Barron" data-source="post: 2727428" data-attributes="member: 32468"><p>Heh heh heh... I ran into this same dilemma when planning for my upcoming campaign, which, like yours, will not be combat-based, but more skill/thinking based. Suddenly, a 1st lvl spell like 'charm person' becomes incredibly powerful, when dealing mostly with humans. Same goes for basically every other non-combat spell.</p><p></p><p>I would suggest doing what I did: make magic extremely rare in your setting. DO NOT allow PC's to take spellcasting classes, and make NPC spellcasters rare and powerful.</p><p></p><p>Simply increasing the levels of game-breaking spells like charm, invis, et al will not solve the problem; it will just delay the inevitable time when the party wizards/clerics become more useful than anyone else, and you as a DM have to stretch further and further to find a reasonable way to challenge the PCs.</p><p></p><p>Bear in mind you can still give the PC's magic, in the form of magic items, or wands/scrolls/etc (making the use-magic-device skill extremely important). But YOU will be in control of what spells you give them and when, not the PC's. Don't let the PC's buy magic items, however, without your strict approval (limiting it to curatives might be smart).</p><p></p><p>This is a very simple solution to your problem, which requires no alteration to the existing rules.</p></blockquote><p></p>
[QUOTE="General Barron, post: 2727428, member: 32468"] Heh heh heh... I ran into this same dilemma when planning for my upcoming campaign, which, like yours, will not be combat-based, but more skill/thinking based. Suddenly, a 1st lvl spell like 'charm person' becomes incredibly powerful, when dealing mostly with humans. Same goes for basically every other non-combat spell. I would suggest doing what I did: make magic extremely rare in your setting. DO NOT allow PC's to take spellcasting classes, and make NPC spellcasters rare and powerful. Simply increasing the levels of game-breaking spells like charm, invis, et al will not solve the problem; it will just delay the inevitable time when the party wizards/clerics become more useful than anyone else, and you as a DM have to stretch further and further to find a reasonable way to challenge the PCs. Bear in mind you can still give the PC's magic, in the form of magic items, or wands/scrolls/etc (making the use-magic-device skill extremely important). But YOU will be in control of what spells you give them and when, not the PC's. Don't let the PC's buy magic items, however, without your strict approval (limiting it to curatives might be smart). This is a very simple solution to your problem, which requires no alteration to the existing rules. [/QUOTE]
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House rules to keep my "Thieves Guild" campaign from getting out of control
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