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General Tabletop Discussion
*Pathfinder & Starfinder
House rules to keep my "Thieves Guild" campaign from getting out of control
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<blockquote data-quote="Psimancer" data-source="post: 2727672" data-attributes="member: 13037"><p>Of course; I’m not saying otherwise. </p><p></p><p>I’m talking about maintaining the EXISTING balance, whether right or wrong, fair or unfair. By changing select spells, all you do is confuse the players and they will need to go in and re-evaluate EVERYTHING for themselves all over again. By taking a holistic approach to the change, the players can bring their existing (spell) knowledge to bear. </p><p></p><p>If the only change is a spell-caster vs non-spell-caster one, you can at least cushion the player’s response into accepting your changes; if all you do is go in and change specific spells, the player will see it as arbitrary and prejudicial.</p><p></p><p>And as for the new players, it will simplify it for them in the long run: a) they can still use the PHB spell section without having to refer to which spells you have altered – they will just need to remember 1 rule; doubled casting times (for example), and b) it’s not going to taint their long term exposure to the game by altering their spell vs spell balance perception (in your game vs another game, Magic Missile is still more powerful than Burning Hands, for example)… </p><p></p><p>And last but not least; you are making it hard for yourself. Remember the KISS rule (Keep It Simple, Stupid); less changes, simple changes make the game more predictable, rules-wise. More predictable equals player acceptance. Surprise your players with plot, not mechanics.</p><p></p><p>And your players will find ways to subvert your tactics anyway (it’s just the lot of a DM <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=";)" /> …). I know what you are trying to do; have wanted to do it myself. Whatever you decide on, good luck and enjoy.</p></blockquote><p></p>
[QUOTE="Psimancer, post: 2727672, member: 13037"] Of course; I’m not saying otherwise. I’m talking about maintaining the EXISTING balance, whether right or wrong, fair or unfair. By changing select spells, all you do is confuse the players and they will need to go in and re-evaluate EVERYTHING for themselves all over again. By taking a holistic approach to the change, the players can bring their existing (spell) knowledge to bear. If the only change is a spell-caster vs non-spell-caster one, you can at least cushion the player’s response into accepting your changes; if all you do is go in and change specific spells, the player will see it as arbitrary and prejudicial. And as for the new players, it will simplify it for them in the long run: a) they can still use the PHB spell section without having to refer to which spells you have altered – they will just need to remember 1 rule; doubled casting times (for example), and b) it’s not going to taint their long term exposure to the game by altering their spell vs spell balance perception (in your game vs another game, Magic Missile is still more powerful than Burning Hands, for example)… And last but not least; you are making it hard for yourself. Remember the KISS rule (Keep It Simple, Stupid); less changes, simple changes make the game more predictable, rules-wise. More predictable equals player acceptance. Surprise your players with plot, not mechanics. And your players will find ways to subvert your tactics anyway (it’s just the lot of a DM ;) …). I know what you are trying to do; have wanted to do it myself. Whatever you decide on, good luck and enjoy. [/QUOTE]
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House rules to keep my "Thieves Guild" campaign from getting out of control
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