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General Tabletop Discussion
*Pathfinder & Starfinder
"Pathfinderizing" Non-Core Classes and Races
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<blockquote data-quote="FentonGib" data-source="post: 4489983" data-attributes="member: 77527"><p>Oh I agree, I haven't actually bumped any core (non-PH) classes up in power with only one exception, and that was a change akin to the new rules for Rangers and Druids. But I have taken advantage to just smoothen things a bit to what I thought was preferable.</p><p></p><p>My house-rule on negative feats isn't designed to make a character more powerful, but more in-concept or give more depth. Some of the old classes imo had very generic abilities or dead levels, and this allowed a bit of smoothening. If a player wanted to take a negative feat that would never really hinder the character, in exchange for a great feat, as a DM I'd not allow it for game balance. </p><p></p><p>The only class I changed was the "Healer" class presented in the miniature's handbook. I always wanted to keep that class as the best possible healer there is, and Clerics (especially now) had an edge. If a player is choosing to take only a class dedicated to maxing the ability to heal others, I wanted them to be the best at it.</p><p></p><p>Healers get a Unicorn companion, so what I did was just give them a choice like Druids, where instead of getting a Unicorn companion they can instead take the Healing Domain (or use the Extra Domain feat to buy it). Still balanced imo but players can now choose to be good healers without being lumped with a Unicorn (that in a Ravenloft game can be more trouble than a benefit).</p><p></p><p>Anyone else done any house-rule modifications of classes? Would be interested in hearing your variants.</p></blockquote><p></p>
[QUOTE="FentonGib, post: 4489983, member: 77527"] Oh I agree, I haven't actually bumped any core (non-PH) classes up in power with only one exception, and that was a change akin to the new rules for Rangers and Druids. But I have taken advantage to just smoothen things a bit to what I thought was preferable. My house-rule on negative feats isn't designed to make a character more powerful, but more in-concept or give more depth. Some of the old classes imo had very generic abilities or dead levels, and this allowed a bit of smoothening. If a player wanted to take a negative feat that would never really hinder the character, in exchange for a great feat, as a DM I'd not allow it for game balance. The only class I changed was the "Healer" class presented in the miniature's handbook. I always wanted to keep that class as the best possible healer there is, and Clerics (especially now) had an edge. If a player is choosing to take only a class dedicated to maxing the ability to heal others, I wanted them to be the best at it. Healers get a Unicorn companion, so what I did was just give them a choice like Druids, where instead of getting a Unicorn companion they can instead take the Healing Domain (or use the Extra Domain feat to buy it). Still balanced imo but players can now choose to be good healers without being lumped with a Unicorn (that in a Ravenloft game can be more trouble than a benefit). Anyone else done any house-rule modifications of classes? Would be interested in hearing your variants. [/QUOTE]
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"Pathfinderizing" Non-Core Classes and Races
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