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*Dungeons & Dragons
Houseruled Feat for Tome Wizard - Balance Issue?
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<blockquote data-quote="Vhex" data-source="post: 6104539" data-attributes="member: 94831"><p>I thought there was a theme or some such that did something similar to this, but I can't seem to find it. For a house rule like this, the important part to think about is how it impacts the other players. You don't want a situation where "always prepared" means "steals the spotlight."</p><p></p><p>It also matters how often your party rests. The more often the party takes an extended rest, the more fluff this becomes. If the issue is that the party may go through a whole dungeon without resting then that limits the ability of the wizard to "adapt" during rest time and you might be best served allowing him to change after X milestones.</p><p></p><p>The more perceived power this gives, the higher the cost should be. A feat that lets you spend a healing surge during a short rest to swap out powers has both a feat cost and a resource cost without overshadowing anyone in a battle. But if the other players won't feel stunted in comparison, never let the rules get in the way of the fun.</p><p></p><p>D&D also has a fairly good system for "playtesting" rules which is to put whatever you want to give him on an artifact that he has to keep happy. Artifacts always leave, but when it does you'll know if the power was too much. If it wasn't, the benefit for having the artifact leave with high concordance is that he retains the ability to change out his spells.</p></blockquote><p></p>
[QUOTE="Vhex, post: 6104539, member: 94831"] I thought there was a theme or some such that did something similar to this, but I can't seem to find it. For a house rule like this, the important part to think about is how it impacts the other players. You don't want a situation where "always prepared" means "steals the spotlight." It also matters how often your party rests. The more often the party takes an extended rest, the more fluff this becomes. If the issue is that the party may go through a whole dungeon without resting then that limits the ability of the wizard to "adapt" during rest time and you might be best served allowing him to change after X milestones. The more perceived power this gives, the higher the cost should be. A feat that lets you spend a healing surge during a short rest to swap out powers has both a feat cost and a resource cost without overshadowing anyone in a battle. But if the other players won't feel stunted in comparison, never let the rules get in the way of the fun. D&D also has a fairly good system for "playtesting" rules which is to put whatever you want to give him on an artifact that he has to keep happy. Artifacts always leave, but when it does you'll know if the power was too much. If it wasn't, the benefit for having the artifact leave with high concordance is that he retains the ability to change out his spells. [/QUOTE]
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Houseruled Feat for Tome Wizard - Balance Issue?
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