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How much do you experiment in your games?
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<blockquote data-quote="Kapture" data-source="post: 3674161" data-attributes="member: 7645"><p>I've used non-core classes that are definitely experiments: the warlock has been a consistently unbalancing force in my game, and I've been using the classes from Tome of Magic for villains. I have yet to find an instance in which a truenamer does not suck, but binders are hell fun and shadowcasters are cool.</p><p></p><p>In my current game, I'm experimenting with rules I culled from other places to make the game "soft death." I've mucked with feats to consolidate them. I would overhaul item creation, but nobody's interested in my current game. For the next campaign, I think I want to change grappling.</p><p></p><p>I have homebrewed rules for : the effects of planar rifts and magical firearms. I've built rulesets for modular familiars/companions (yet to be used), and for awarding social capital as treasure, which doubles as a leadership/organization resource. I've built a prestige class for one player, and a kind of tech-arcana class for a player who never joined the game.</p><p></p><p>If I can finish reading the rules in time, an upcoming adventure will see the PCs translated into True20 rules so that we can see what the rules are like.</p><p></p><p>I fuss with new ways of pricing magic items all the time.</p><p></p><p>All in all, it's too much work. I keep telling myself that the next set of adventures won't have any goofy rules. But they always do.</p></blockquote><p></p>
[QUOTE="Kapture, post: 3674161, member: 7645"] I've used non-core classes that are definitely experiments: the warlock has been a consistently unbalancing force in my game, and I've been using the classes from Tome of Magic for villains. I have yet to find an instance in which a truenamer does not suck, but binders are hell fun and shadowcasters are cool. In my current game, I'm experimenting with rules I culled from other places to make the game "soft death." I've mucked with feats to consolidate them. I would overhaul item creation, but nobody's interested in my current game. For the next campaign, I think I want to change grappling. I have homebrewed rules for : the effects of planar rifts and magical firearms. I've built rulesets for modular familiars/companions (yet to be used), and for awarding social capital as treasure, which doubles as a leadership/organization resource. I've built a prestige class for one player, and a kind of tech-arcana class for a player who never joined the game. If I can finish reading the rules in time, an upcoming adventure will see the PCs translated into True20 rules so that we can see what the rules are like. I fuss with new ways of pricing magic items all the time. All in all, it's too much work. I keep telling myself that the next set of adventures won't have any goofy rules. But they always do. [/QUOTE]
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