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Making a Houserule, and I Need Your Guy's Help.
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<blockquote data-quote="Oversquid" data-source="post: 6116905" data-attributes="member: 6684394"><p>I can see the Saves not being a problem so much for the players who play classes who have those saves as "Good Saves". But the "Poor" Saves, those as a whole from what I've seen tend to be a tad too poor, which is why I'm making the mechanic I am, in that it can cover a base or two before the character has no more chances. Yes, by that time, theres usually more in the way of "immunities" floating about. This also brings up yet another point I missed.</p><p></p><p>Though I like to use magic items in my games a lot, I'm also not of the belief that they required. Rather, magical items are there to give an even greater edge to its wearer's existing abilities. Many people don't agree with this, and thats all good, but this is what I agree with, which means that, assuming no magical items, there will be very few immunities and other wonderous items around.</p><p></p><p>I guess one reason I'm homebrewing my own version of D&D is because I also want an edition broken out of an assumed High Magic world that exists in the 3.5 Edition system (At least, thats what I'm getting out of it).</p><p></p><p>So, I'm making these changes in mind that magic only exists on character classes that use magic in some way (Such as Wizards or Druids), mostly so that this Edition can better support a Low to No Magic World better than the edition I'm building it off of. I hope I'm making sense, and I hope I'm understanding you correctly too.</p></blockquote><p></p>
[QUOTE="Oversquid, post: 6116905, member: 6684394"] I can see the Saves not being a problem so much for the players who play classes who have those saves as "Good Saves". But the "Poor" Saves, those as a whole from what I've seen tend to be a tad too poor, which is why I'm making the mechanic I am, in that it can cover a base or two before the character has no more chances. Yes, by that time, theres usually more in the way of "immunities" floating about. This also brings up yet another point I missed. Though I like to use magic items in my games a lot, I'm also not of the belief that they required. Rather, magical items are there to give an even greater edge to its wearer's existing abilities. Many people don't agree with this, and thats all good, but this is what I agree with, which means that, assuming no magical items, there will be very few immunities and other wonderous items around. I guess one reason I'm homebrewing my own version of D&D is because I also want an edition broken out of an assumed High Magic world that exists in the 3.5 Edition system (At least, thats what I'm getting out of it). So, I'm making these changes in mind that magic only exists on character classes that use magic in some way (Such as Wizards or Druids), mostly so that this Edition can better support a Low to No Magic World better than the edition I'm building it off of. I hope I'm making sense, and I hope I'm understanding you correctly too. [/QUOTE]
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Making a Houserule, and I Need Your Guy's Help.
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