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<blockquote data-quote="Serianalae" data-source="post: 4460746" data-attributes="member: 76976"><p>The big question is: <span style="color: Lime">What do you want to achieve with these houserules?</span> (Even though you said it would be apparent after reading them it isnt really that obvious because we would also know why / how these things are a problem in your campaign ...) I am assuming there is the usual "wizards are too powerful" problem for the following comments.</p><p></p><p>Many of your changes seem to lean a bit towards the "this isnt allowed" side and that isnt a good way of handling them for balancing sake. Why? Because it limits your own and the players choices. Having no buff spells wont give your players the option to memorize them (thus using some of their daily spells in the process) and it negates the possibility of you dispelling them and depleting them of that resource. So what will your wizards be doing instead? Memorize damage spells (which you did increase in power) and that is not really a good tradeoff IMO because it will enhance the "Wizard nukes everything and gets all the glory" part. </p><p></p><p>Andy Warhol once said: "... everyone will be world-famous for 15 minutes" and that is probably the secret of success to happiness in a gaming group. The DMs job is to give everyone an equal share of opportunities to shine every gaming evening. This can be adjusted only a bit by meddling with the rules, but the majority of it is the type of encounter and the world you play in. If your wizards are taking all the "glory" by nuking their brains out and then "forcing" the group to rest for new spells it is the job of the DM to include opponents that neutralize this (Counterspell - even a 5th level automatically counterspells the fireball from a level 20) and give the melee classes their opportunity to do something important in a fight. </p><p></p><p>From your changes I gather that you have a campaign with loads of magic items (why else allow 3 rings per hand?), but that is NOT a good thing for the melee classes IMO. Why? Because of the "structural differences" between casters and melees. Magic items for melee classes mostly improve the skills they already have and this increase lessens (relatively speaking!!) with every plus you already have. The impact of going from +4 to +5 weapons at level 17 isnt as big as the change getting a +1 weapon at level 3 or so. Casters (wizards) mostly get new skills which increase their repertoire and this increase is really more powerful than a "+" because it sometimes enables the caster to focus his daily repertoire of spells much more on one job. If the Wizard gets Boots of Levitation at level 5 he is almost immune to melee damage and can spend more of his spells on nukes / charms / instadeath stuff and thus he gets even more glory than before the boots.</p><p></p><p>Thus to give your melee classes a bigger share you might want to reconsider on the magic items part (less is more !) and the allowance of spells (more choice is better).</p></blockquote><p></p>
[QUOTE="Serianalae, post: 4460746, member: 76976"] The big question is: [COLOR=Lime]What do you want to achieve with these houserules?[/COLOR] (Even though you said it would be apparent after reading them it isnt really that obvious because we would also know why / how these things are a problem in your campaign ...) I am assuming there is the usual "wizards are too powerful" problem for the following comments. Many of your changes seem to lean a bit towards the "this isnt allowed" side and that isnt a good way of handling them for balancing sake. Why? Because it limits your own and the players choices. Having no buff spells wont give your players the option to memorize them (thus using some of their daily spells in the process) and it negates the possibility of you dispelling them and depleting them of that resource. So what will your wizards be doing instead? Memorize damage spells (which you did increase in power) and that is not really a good tradeoff IMO because it will enhance the "Wizard nukes everything and gets all the glory" part. Andy Warhol once said: "... everyone will be world-famous for 15 minutes" and that is probably the secret of success to happiness in a gaming group. The DMs job is to give everyone an equal share of opportunities to shine every gaming evening. This can be adjusted only a bit by meddling with the rules, but the majority of it is the type of encounter and the world you play in. If your wizards are taking all the "glory" by nuking their brains out and then "forcing" the group to rest for new spells it is the job of the DM to include opponents that neutralize this (Counterspell - even a 5th level automatically counterspells the fireball from a level 20) and give the melee classes their opportunity to do something important in a fight. From your changes I gather that you have a campaign with loads of magic items (why else allow 3 rings per hand?), but that is NOT a good thing for the melee classes IMO. Why? Because of the "structural differences" between casters and melees. Magic items for melee classes mostly improve the skills they already have and this increase lessens (relatively speaking!!) with every plus you already have. The impact of going from +4 to +5 weapons at level 17 isnt as big as the change getting a +1 weapon at level 3 or so. Casters (wizards) mostly get new skills which increase their repertoire and this increase is really more powerful than a "+" because it sometimes enables the caster to focus his daily repertoire of spells much more on one job. If the Wizard gets Boots of Levitation at level 5 he is almost immune to melee damage and can spend more of his spells on nukes / charms / instadeath stuff and thus he gets even more glory than before the boots. Thus to give your melee classes a bigger share you might want to reconsider on the magic items part (less is more !) and the allowance of spells (more choice is better). [/QUOTE]
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