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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="General Barron" data-source="post: 2728082" data-attributes="member: 32468"><p>I don't see how increasing casting time would help this situation, unless you turned it into a matter of days, instead of seconds. The problem isn't round-by-round combat, it's the simple fact that a bunch of low-level spells completely outclass pretty much every mundane skill.</p><p></p><p>Spells are generally infallible, while skills take skill checks. In a campaign where those mundane skills are going to be relied upon heavily, suddenly those spells become game-breaking. Especially if the players are going to have time to plan ahead.</p><p></p><p></p><p>Err.. so what kind of magic is this world rich in, exactly? It already seems like you are already discounting a good portion of the spells out there; that is, the ones that make mundane skills obsolete. So what is left? Combat magic, healing, and buffs? If that is the case, perhaps remove the offending schools (alteration, illusion, perhaps others), and basically leave only the spells that this world is rich in.</p><p></p><p><em>Like I said before, simply increasing the level of campaign-breaking spells will only delay the problem; not solve it.</em></p><p></p><p>Leave the magic to the very rich and very powerful in the city. A bunch of mundane thieves and street urchins who have to compete with that would make for a good campaign. It all depends on your setting, I suppose. If nothing else, just rule that the offending spells/schools do not exist in your world. </p><p></p><p></p><p></p><p>It wouldn't be a crushing blow if you explained the circumstances, gave them alternatives, and told them why it was for the better. I had a player who really wanted to be a wizard, but I shut him down. Now I'm making a spell-free bard variant for him, and he is completely happy. I'm not sure what exactly those wizard/rouges want to do with their magic that wouldn't break the game, but perhaps let them be rouges who get cantrips instead of trap sense, or a few select low level spells.</p><p></p><p>You are the DM, not your players. They don't know what kind of adventures you are planning, nor do they have to consider what you have to worry about when making them. So it should be your call what kind of classes you allow in your game, not the players.</p></blockquote><p></p>
[QUOTE="General Barron, post: 2728082, member: 32468"] I don't see how increasing casting time would help this situation, unless you turned it into a matter of days, instead of seconds. The problem isn't round-by-round combat, it's the simple fact that a bunch of low-level spells completely outclass pretty much every mundane skill. Spells are generally infallible, while skills take skill checks. In a campaign where those mundane skills are going to be relied upon heavily, suddenly those spells become game-breaking. Especially if the players are going to have time to plan ahead. Err.. so what kind of magic is this world rich in, exactly? It already seems like you are already discounting a good portion of the spells out there; that is, the ones that make mundane skills obsolete. So what is left? Combat magic, healing, and buffs? If that is the case, perhaps remove the offending schools (alteration, illusion, perhaps others), and basically leave only the spells that this world is rich in. [I]Like I said before, simply increasing the level of campaign-breaking spells will only delay the problem; not solve it.[/I] Leave the magic to the very rich and very powerful in the city. A bunch of mundane thieves and street urchins who have to compete with that would make for a good campaign. It all depends on your setting, I suppose. If nothing else, just rule that the offending spells/schools do not exist in your world. It wouldn't be a crushing blow if you explained the circumstances, gave them alternatives, and told them why it was for the better. I had a player who really wanted to be a wizard, but I shut him down. Now I'm making a spell-free bard variant for him, and he is completely happy. I'm not sure what exactly those wizard/rouges want to do with their magic that wouldn't break the game, but perhaps let them be rouges who get cantrips instead of trap sense, or a few select low level spells. You are the DM, not your players. They don't know what kind of adventures you are planning, nor do they have to consider what you have to worry about when making them. So it should be your call what kind of classes you allow in your game, not the players. [/QUOTE]
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House rules to keep my "Thieves Guild" campaign from getting out of control
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