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PF2 house-rules / variant rules
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<blockquote data-quote="dave2008" data-source="post: 8537758" data-attributes="member: 83242"><p>Thank you for the detail response.</p><p></p><p>Yes that is the easiest to handle!</p><p></p><p>Yes, and I realize it would likely require other changes.</p><p></p><p>Not quite, I don't want to have auto progression either. The lower bonuses as you point out. I am aware that it would take at least revising all monsters and DCs to make this work.</p><p></p><p>I would probably make 16 the max a PC generation. I want to allow for a little ability growth.</p><p></p><p>That is what I was thinking too. Why I might be interested in giving it a try.</p><p></p><p>I was thinking of giving martials the equivalent of striking rune damage at certain levels. Would they need anything more than that to keep up with casters?</p><p></p><p>Yes it would.</p><p></p><p>No, we have a very lightly homebrewed version of 5e that achieves these goals and my players love it. As a DM however, I am always tinkering and wanting to adjust things. I also really like some things in 4e that got lost in the transition to 5e. Then when PF2 came out a thought it was the closest thing to my ideal version of D&D I had seen. However, I have really fallen in love with certain aspects of 5e (non reliance on magic items & bounded accuracy are big ones for me now). I also still miss some things from 4e that PF2 doesn't have (healing surges, elite and solo monsters). So I am trying to think of how to combine the best of all three. Since there are some structural similarities with 4e and PF2 I was thinkin of starting with PF2 as the base and boring bits form 4e and 5e.</p><p></p><p>I personally care less about the skill, feat, and class options since I don't normally play a PC. However, I do want them for my players. I want a system that makes sense to me both as a game and a world building exercise. I like the clear math of PF2, the 3+1 action economy, the crit system, and the strength of monsters. Unfortunately, I am worried the math and balance of the game might be too severely affected by my desire for a more bounded math. Maybe I need to think of it as 2 different games 1-10 (human bounds) & 11-20 (superhuman bounds).</p></blockquote><p></p>
[QUOTE="dave2008, post: 8537758, member: 83242"] Thank you for the detail response. Yes that is the easiest to handle! Yes, and I realize it would likely require other changes. Not quite, I don't want to have auto progression either. The lower bonuses as you point out. I am aware that it would take at least revising all monsters and DCs to make this work. I would probably make 16 the max a PC generation. I want to allow for a little ability growth. That is what I was thinking too. Why I might be interested in giving it a try. I was thinking of giving martials the equivalent of striking rune damage at certain levels. Would they need anything more than that to keep up with casters? Yes it would. No, we have a very lightly homebrewed version of 5e that achieves these goals and my players love it. As a DM however, I am always tinkering and wanting to adjust things. I also really like some things in 4e that got lost in the transition to 5e. Then when PF2 came out a thought it was the closest thing to my ideal version of D&D I had seen. However, I have really fallen in love with certain aspects of 5e (non reliance on magic items & bounded accuracy are big ones for me now). I also still miss some things from 4e that PF2 doesn't have (healing surges, elite and solo monsters). So I am trying to think of how to combine the best of all three. Since there are some structural similarities with 4e and PF2 I was thinkin of starting with PF2 as the base and boring bits form 4e and 5e. I personally care less about the skill, feat, and class options since I don't normally play a PC. However, I do want them for my players. I want a system that makes sense to me both as a game and a world building exercise. I like the clear math of PF2, the 3+1 action economy, the crit system, and the strength of monsters. Unfortunately, I am worried the math and balance of the game might be too severely affected by my desire for a more bounded math. Maybe I need to think of it as 2 different games 1-10 (human bounds) & 11-20 (superhuman bounds). [/QUOTE]
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