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General Tabletop Discussion
*Pathfinder & Starfinder
Nerfing the Characters
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<blockquote data-quote="AeroDm" data-source="post: 1336093" data-attributes="member: 13650"><p>In my experience, rather limited i suppose, low-level games aren't made by rule changes but rather broken by them.</p><p></p><p>The most common problem I've seen in 'low-powered' games is that people see a flavor and try to emulate it with rules. The grim-n-gritty earn everything you have mentality is awesome and is, imo, the best genre to play. However, by simply cutting all of the power out of your characters you actually place a huge burden on yourself, the DM.</p><p></p><p>Low level characters are easy to kill. Weakened low level characters are easier to kill.</p><p></p><p>Monsters are often what makes dnd interesting, and thus the progression through the mosnter hierarchy is a sort of reward for players. If you keep them on goblins too long they will become annoyed, your game will be stagnant, and it will fail. You'll end up continuing through the monster hierarchy until your weakened players die.</p><p></p><p>It is far easier to simply grant treasure with a steady hand, use description, and perhaps institute a FEW rules the instill fear. For instance, and this is only an instance, the Vita/Wounds system makes every combat frightening and when that troll critically rends... the player is dead.</p><p></p><p>Finally- look at what some of your changes will do. By forcing people to take npc classes, the likelihood of them taking certain PC classes diminishes. If I get stuck with commoner I will never go rogue because you took away 24 of my skill points. Bard and Ranger are equally unlikely. The barbarians auto 12 hp now becomes d12. All casters are a level behind while fighter types can still have max BAB. </p><p></p><p>There are a lot of implications that I don't think have even been considered, much less adressed</p></blockquote><p></p>
[QUOTE="AeroDm, post: 1336093, member: 13650"] In my experience, rather limited i suppose, low-level games aren't made by rule changes but rather broken by them. The most common problem I've seen in 'low-powered' games is that people see a flavor and try to emulate it with rules. The grim-n-gritty earn everything you have mentality is awesome and is, imo, the best genre to play. However, by simply cutting all of the power out of your characters you actually place a huge burden on yourself, the DM. Low level characters are easy to kill. Weakened low level characters are easier to kill. Monsters are often what makes dnd interesting, and thus the progression through the mosnter hierarchy is a sort of reward for players. If you keep them on goblins too long they will become annoyed, your game will be stagnant, and it will fail. You'll end up continuing through the monster hierarchy until your weakened players die. It is far easier to simply grant treasure with a steady hand, use description, and perhaps institute a FEW rules the instill fear. For instance, and this is only an instance, the Vita/Wounds system makes every combat frightening and when that troll critically rends... the player is dead. Finally- look at what some of your changes will do. By forcing people to take npc classes, the likelihood of them taking certain PC classes diminishes. If I get stuck with commoner I will never go rogue because you took away 24 of my skill points. Bard and Ranger are equally unlikely. The barbarians auto 12 hp now becomes d12. All casters are a level behind while fighter types can still have max BAB. There are a lot of implications that I don't think have even been considered, much less adressed [/QUOTE]
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