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How I Would Fix 3.5/Pathfinder
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<blockquote data-quote="Lwaxy" data-source="post: 6217101" data-attributes="member: 53286"><p>I totally agree one the save or suck - I almost never allow "no save" for any spell. But I allow the spells themselves. </p><p></p><p>Resource management for my houserule games usually means the wizard needs to be careful with his remaining mana (I utterly dislike the Vancian magic idea and try to avoid it wherever possible). But the wizard is usually able to cast a lot more, and a lot more varied, spells instead fireball fireball, firebally, oh and the occasional teleport. She's also usually able to cast higher level spells earlier but then there goes the mana for the day. </p><p></p><p>Also we did make, for example, arcane heal possible but with consequences. First, the arcane caster has to give up part of his own health (temp HP loss) and, while the pantient it gets cast on will appear to be healthy by all physical means, the pains will not be gone and take the normal healing time to disappear. One group liked it so much we made up similar rules for clerics now (clerics suffer the pain of their patients and temporary loses HP, and thus are useless for a while after the heal). So a lot of time, especially for smaller stuff, the PCs refuse to heal if there are other means available. It has become a thing for real need. </p><p></p><p>Similar with the knock spell. It only works if the mage using it succeeds against a DC higher than the locksmith's craft+dex value. This obviously does not affect stuck doors. He can do the spell several times each time reducing difficulty, but each time using up mana, and as in our houserules, each same spell on the same day costs slightly more mana (we call it repeat stress) you can imagine the rogue got a bit more work right there. </p><p></p><p>I really think changing the way magic works as opposed to limiting it is the better way to go. At least it worked for all 3 of the groups I tried it with.</p></blockquote><p></p>
[QUOTE="Lwaxy, post: 6217101, member: 53286"] I totally agree one the save or suck - I almost never allow "no save" for any spell. But I allow the spells themselves. Resource management for my houserule games usually means the wizard needs to be careful with his remaining mana (I utterly dislike the Vancian magic idea and try to avoid it wherever possible). But the wizard is usually able to cast a lot more, and a lot more varied, spells instead fireball fireball, firebally, oh and the occasional teleport. She's also usually able to cast higher level spells earlier but then there goes the mana for the day. Also we did make, for example, arcane heal possible but with consequences. First, the arcane caster has to give up part of his own health (temp HP loss) and, while the pantient it gets cast on will appear to be healthy by all physical means, the pains will not be gone and take the normal healing time to disappear. One group liked it so much we made up similar rules for clerics now (clerics suffer the pain of their patients and temporary loses HP, and thus are useless for a while after the heal). So a lot of time, especially for smaller stuff, the PCs refuse to heal if there are other means available. It has become a thing for real need. Similar with the knock spell. It only works if the mage using it succeeds against a DC higher than the locksmith's craft+dex value. This obviously does not affect stuck doors. He can do the spell several times each time reducing difficulty, but each time using up mana, and as in our houserules, each same spell on the same day costs slightly more mana (we call it repeat stress) you can imagine the rogue got a bit more work right there. I really think changing the way magic works as opposed to limiting it is the better way to go. At least it worked for all 3 of the groups I tried it with. [/QUOTE]
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