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General Tabletop Discussion
*Pathfinder & Starfinder
My Proposed House Rules
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<blockquote data-quote="Stalker0" data-source="post: 4817208" data-attributes="member: 5889"><p>The Action Point rules seem fine adn straightforward.</p><p></p><p>For your wound rules, I think a wound on every crit from a monster may be too frequent. Crits are not rare in 4e. What I suggest instead is you get a wound from the crit of an elite or solo monster. Not 2 for a solo, remember by their nature solos are meant to get lots of attacks even though its one monster.</p><p></p><p>Further, to simplify them a bit, I would forget the skill penalty and instead say the number of healing surges is reduced by 1 AND the amount each surge heals is reduced by 1. So character have less reserves and heal more slowly in combat.</p><p></p><p>Finally, on healing wounds, I would reduce the DC to 10 + 1/2 level + number of wounds. 15 + is very difficult, especially since you don't allow them to heal wounds in outside areas. Perhaps instead say outdoor areas have DC 15 + and in good conditions is 10 +.</p><p></p><p></p><p>On the fumble rule, I'm not a fan of these rules, but its good that you specify the FIRST attack roll so certain classes aren't unnecessarily punished. However, I would rescind the fact that a character automatically fails saving throws...that's too harsh imo.</p><p></p><p>Class Forte: I would just give the class skill focus in that skill...quicker and cleaner than reminding people about 2 rolls. You mention that no one steals like a rogue....but how about a dexterous ranger that has had specialty training (skill training and skill focus) in thievery? I personally think if another class is willing to spend feats to become the equal of what another class can do with a skill, is that really a problem?</p></blockquote><p></p>
[QUOTE="Stalker0, post: 4817208, member: 5889"] The Action Point rules seem fine adn straightforward. For your wound rules, I think a wound on every crit from a monster may be too frequent. Crits are not rare in 4e. What I suggest instead is you get a wound from the crit of an elite or solo monster. Not 2 for a solo, remember by their nature solos are meant to get lots of attacks even though its one monster. Further, to simplify them a bit, I would forget the skill penalty and instead say the number of healing surges is reduced by 1 AND the amount each surge heals is reduced by 1. So character have less reserves and heal more slowly in combat. Finally, on healing wounds, I would reduce the DC to 10 + 1/2 level + number of wounds. 15 + is very difficult, especially since you don't allow them to heal wounds in outside areas. Perhaps instead say outdoor areas have DC 15 + and in good conditions is 10 +. On the fumble rule, I'm not a fan of these rules, but its good that you specify the FIRST attack roll so certain classes aren't unnecessarily punished. However, I would rescind the fact that a character automatically fails saving throws...that's too harsh imo. Class Forte: I would just give the class skill focus in that skill...quicker and cleaner than reminding people about 2 rolls. You mention that no one steals like a rogue....but how about a dexterous ranger that has had specialty training (skill training and skill focus) in thievery? I personally think if another class is willing to spend feats to become the equal of what another class can do with a skill, is that really a problem? [/QUOTE]
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