Thanks.Ondo said:They're similar to flaws. GURPS Lite is available free here and has a decent sampling of disadvantages, if you're interested.
Good point. Will ponder it.On Puget Sound said:I see one major problem with magic items: Holy Symbols.
Fighter: "Wow, that was a tough fight, but these pirates will never again threaten our city. And look; I have their chief's flaming longsword!"
Warlock: "Yes, and I'll get plenty of use out of this magical Rod they tried to fry us with."
Cleric: " And I can't wait to try out this magic item I took from their evil priest. It's a +3 holy symbol of Vec....oh, never mind. I guess if I can find 4 more just like it I can trade them for a Pelor one."
Any thoughts on how to fix this? Fluff-wise, even a ritual to recycle or re-purpose an evil holy symbol seems wrong; good characters should be very firm about wanting them destroyed.
What coin do I need to have?Zinovia said:Madness takes its toll. Please have exact change.
8) Change the Extended Rest rules to once every 24 hours instead of once every 12 hours and make it so only a certain number of hit points are restored rather than all hit points. This is one I'm going to wait on. I want to see how the default rules play out before changing them. If I do implement this change, I'll leave everything else to do with resting alone.
Yeah. I need to scratch that one off the list. Thanks for reminding me.Inf Class said:It's probably been pointed out already, but you don't sleep every 24 hours, you sleep APPROXIMATELY every 15 hours (assuming a good 9 hour's sleep). 24 would be overkill and would screw up your sleep schedule.
Sashi said:Dragonborn were given a bonus to CHA because STR+CHA makes them good paladins, and their other abilities are balanced with the consideration that their stat mods are already making them exceptional paladins. The breath weapon is essentially a bonus blasting power. Clerics are better at blasto than paladins, so granting an additional blasto power is more advantageous to clerics than paladins.
Stat mods are a pretty big thing to be messing around with for fluff reasons. If you absolutely must make a mechanical change to alter the Dragonborn role in your world consider messing with the skill benefits. +2 Nature instead of +2 History is a bit more powerful, but it's not going to change the classes that the Dragonborn fall into.