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PF2 house-rules / variant rules
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<blockquote data-quote="MaskedGuy" data-source="post: 8536178" data-attributes="member: 6916225"><p>I will note that while I personally like free archetype and ancestry paragon, I've observed that lot of new 2e players (especially ones coming from 5e) are like "AH TOO MANY FEATS, CHOICE PARALYSIS, I DON'T WANT TO GO THROUGH ENTIRE ARCHIVE OF NETHYS" ^^; They are likely why the "less feat" variant rules exists even if I find them bizarre.</p><p></p><p>Anyway, automatic bonus progression is fairly popular one. I've been interested in trying out profiency without level one day just to see if game still works (I personally like level to rolls thing due to making higher level and lower level creatures always stronger or weaker).</p><p></p><p>But yeah I personally don't really do tons of house rules for 2e because I got tired of my extremely long 1e house rule list and I haven't yet experienced full 2e campaign with normal rules so I'd like to get more experience this time first. But I do have small things I'm already doing and small things I'm considering experimenting with:</p><p></p><p>Allowing recall knowledge multiple times in combat until success or crit failure (representing you being in bit of hurry during combat and thus it being easy to forget details). This is mostly because recall knowledge can be extremely important in this system and it sucks when players have no idea how to deal with monster they can't reasonably defeat without knowing about its weakness, so giving them extra chances to find out is good.</p><p></p><p>Removing +10 crit threshold or lowering it to 5. I personally like crit system especially in mook fights, but I'm curious of how it would stack out if crits were back to being rarer again.</p><p></p><p>Lowering certain DCs to match Level DC chart: so lot of people seem to believe level DC chart is unfair, but it honestly isn't really. If you focus on stat, you have decent chance to crit succeed versus your own level, if you haven't, then you only have decent chance to succeed, seems fair to me. My problem is that game has plenty of DCs much higher than their level (example: level 3 dc is 18. Level 3 average lock has DC of 25 for some fricking reason) I very much believe 2e skill dcs should be balanced around "if you focus on stat, you have somewhat good chance of crit succeeding" so that being trained means you always have at least some chance of succeeding even if you can't crit succeed.</p><p></p><p>Here is another one I've considered trying out but haven't done: Starting each session with 3 hero points, but players never get more during session. I imagine it makes game bit too survivable, but at same time it would give me as gm permission to pull off more shenanigans.</p><p></p><p>And just for funnies, if you for some reason want to roll stats for characters, just allow them to roll 6 + 3d6(drop lowest) <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> Yeah that way they likely have better thats than normally(amazing 1 1 1 still happens though), but issue with 4d6 is that average of 3.5 means that characters rolling average results are kinda screwed in this edition and I don't think you should by under any circumstances allow characters with lower than 8 in stats in this edition. (6 + 2d6 would work yeah, but again will likely see characters weaker than normal one)</p><p></p><p>...Yeah for most parts I don't have lot of house rule ideas, just variant rules. This edition doesn't really need much of patching so my own pet peevee is certain numbers not matching level dc chart so rest of it is really just up to preferences. I might remember good house rule ideas later though</p></blockquote><p></p>
[QUOTE="MaskedGuy, post: 8536178, member: 6916225"] I will note that while I personally like free archetype and ancestry paragon, I've observed that lot of new 2e players (especially ones coming from 5e) are like "AH TOO MANY FEATS, CHOICE PARALYSIS, I DON'T WANT TO GO THROUGH ENTIRE ARCHIVE OF NETHYS" ^^; They are likely why the "less feat" variant rules exists even if I find them bizarre. Anyway, automatic bonus progression is fairly popular one. I've been interested in trying out profiency without level one day just to see if game still works (I personally like level to rolls thing due to making higher level and lower level creatures always stronger or weaker). But yeah I personally don't really do tons of house rules for 2e because I got tired of my extremely long 1e house rule list and I haven't yet experienced full 2e campaign with normal rules so I'd like to get more experience this time first. But I do have small things I'm already doing and small things I'm considering experimenting with: Allowing recall knowledge multiple times in combat until success or crit failure (representing you being in bit of hurry during combat and thus it being easy to forget details). This is mostly because recall knowledge can be extremely important in this system and it sucks when players have no idea how to deal with monster they can't reasonably defeat without knowing about its weakness, so giving them extra chances to find out is good. Removing +10 crit threshold or lowering it to 5. I personally like crit system especially in mook fights, but I'm curious of how it would stack out if crits were back to being rarer again. Lowering certain DCs to match Level DC chart: so lot of people seem to believe level DC chart is unfair, but it honestly isn't really. If you focus on stat, you have decent chance to crit succeed versus your own level, if you haven't, then you only have decent chance to succeed, seems fair to me. My problem is that game has plenty of DCs much higher than their level (example: level 3 dc is 18. Level 3 average lock has DC of 25 for some fricking reason) I very much believe 2e skill dcs should be balanced around "if you focus on stat, you have somewhat good chance of crit succeeding" so that being trained means you always have at least some chance of succeeding even if you can't crit succeed. Here is another one I've considered trying out but haven't done: Starting each session with 3 hero points, but players never get more during session. I imagine it makes game bit too survivable, but at same time it would give me as gm permission to pull off more shenanigans. And just for funnies, if you for some reason want to roll stats for characters, just allow them to roll 6 + 3d6(drop lowest) :p Yeah that way they likely have better thats than normally(amazing 1 1 1 still happens though), but issue with 4d6 is that average of 3.5 means that characters rolling average results are kinda screwed in this edition and I don't think you should by under any circumstances allow characters with lower than 8 in stats in this edition. (6 + 2d6 would work yeah, but again will likely see characters weaker than normal one) ...Yeah for most parts I don't have lot of house rule ideas, just variant rules. This edition doesn't really need much of patching so my own pet peevee is certain numbers not matching level dc chart so rest of it is really just up to preferences. I might remember good house rule ideas later though [/QUOTE]
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