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My house rules document, looking for input
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<blockquote data-quote="Li Shenron" data-source="post: 3644535" data-attributes="member: 1465"><p>Evil comments from me too! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>- Humans: if your purpose is to add the extra class skill without changing balance, it'd be easier to not give any skill point (giving 1 sounds odd)</p><p></p><p>- Elves: the effect is to give 1 free prof to Bards, 2 free prof to Rogues, and 4 free prof to Clerics and Sorcerers. An odd choice (for ex. why bumping Clerics and not Wizards), so check if this is what you really wanted to achieve with this HR</p><p></p><p>- Fractional ST/BAB: why complicating, when you can use the normal fractional bonuses?</p><p></p><p>- Sorcerer special abilities: I think there are too many that reduce the cost of metamagic, that if used together could be easily abused; Armored Spellcasting doesn't explain if the slots/day are lost permanently or only when you wear armor (but what if you put the armor on in the evening?). </p><p></p><p>- Class abilities (general): well you're practically boosting everyone here, are you trying to make the game easier to play or will you boost the adventures and monsters as well? [ Otherwise most of these are pretty cool unique abilities! especially the idea of differentiating Wizards (crafting, counterspelling, familiars) from Sorcerers (battle magic, metamagic) -> all of these sound like feats, did you find them somewhere or wrote them on your own?]</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 3644535, member: 1465"] Evil comments from me too! :D - Humans: if your purpose is to add the extra class skill without changing balance, it'd be easier to not give any skill point (giving 1 sounds odd) - Elves: the effect is to give 1 free prof to Bards, 2 free prof to Rogues, and 4 free prof to Clerics and Sorcerers. An odd choice (for ex. why bumping Clerics and not Wizards), so check if this is what you really wanted to achieve with this HR - Fractional ST/BAB: why complicating, when you can use the normal fractional bonuses? - Sorcerer special abilities: I think there are too many that reduce the cost of metamagic, that if used together could be easily abused; Armored Spellcasting doesn't explain if the slots/day are lost permanently or only when you wear armor (but what if you put the armor on in the evening?). - Class abilities (general): well you're practically boosting everyone here, are you trying to make the game easier to play or will you boost the adventures and monsters as well? [ Otherwise most of these are pretty cool unique abilities! especially the idea of differentiating Wizards (crafting, counterspelling, familiars) from Sorcerers (battle magic, metamagic) -> all of these sound like feats, did you find them somewhere or wrote them on your own?] [/QUOTE]
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My house rules document, looking for input
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