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<blockquote data-quote="Voadam" data-source="post: 4430840" data-attributes="member: 2209"><p>I think the DMG has guidelines already based on population size of an area so if you use those I am not sure this really is more than a change in specifics.</p><p></p><p></p><p></p><p>Be sure to watch out for treasure given out and reduce accordingly, otherwise if they take on twice as many encounters per level they will earn twice as much treasure as characters of their levels normally would. This reduction of loot feeds into your goal of mastering and enjoying what you have for longer periods of time before adjusting to new stuff.</p><p></p><p></p><p></p><p>Are you talking about capping skills at 1st level or having different conditions for learning skills and feats (perhaps based on in game training, perhaps using the wizard spell buying mechanics as a template to modify to suit)?</p><p></p><p></p><p></p><p>Specifics will matter heavily here. Go with pathfinder's consolidated skill list and +3 for class skills system is different from remove skills and narratively go with what seems appropriate for the characterization background are two separate ways to change the skill subsystem with different implications, for example.</p><p></p><p> What about reducing tactical grid options (reach, AoOs for movement, charging in straight lines only, etc.)</p><p></p><p></p><p>I would suggest picking up some 4e here and go with more at will powers and encounter or recharge powers instead of dailies.</p><p></p><p>Soulknives with psionic weapon never have 15 minute days. Psions with a daily pool of points to spend can get tapped out quickly.</p><p></p><p>I'd suggest looking for more mechanics to reduce daily powers such as recharge magic instead of imposing extra artificial threats on sleeping characters. Pushing assaults at night might drive PCs to stop at half power after 1 encounter instead of continuing on to two if they must reserve more spells and such for expected night combats. </p><p></p><p></p><p></p><p>Or use reserve points from UA or 4e healing surges adapted to 3e or Monte Cook's experimental might stuff.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4430840, member: 2209"] I think the DMG has guidelines already based on population size of an area so if you use those I am not sure this really is more than a change in specifics. Be sure to watch out for treasure given out and reduce accordingly, otherwise if they take on twice as many encounters per level they will earn twice as much treasure as characters of their levels normally would. This reduction of loot feeds into your goal of mastering and enjoying what you have for longer periods of time before adjusting to new stuff. Are you talking about capping skills at 1st level or having different conditions for learning skills and feats (perhaps based on in game training, perhaps using the wizard spell buying mechanics as a template to modify to suit)? Specifics will matter heavily here. Go with pathfinder's consolidated skill list and +3 for class skills system is different from remove skills and narratively go with what seems appropriate for the characterization background are two separate ways to change the skill subsystem with different implications, for example. What about reducing tactical grid options (reach, AoOs for movement, charging in straight lines only, etc.) I would suggest picking up some 4e here and go with more at will powers and encounter or recharge powers instead of dailies. Soulknives with psionic weapon never have 15 minute days. Psions with a daily pool of points to spend can get tapped out quickly. I'd suggest looking for more mechanics to reduce daily powers such as recharge magic instead of imposing extra artificial threats on sleeping characters. Pushing assaults at night might drive PCs to stop at half power after 1 encounter instead of continuing on to two if they must reserve more spells and such for expected night combats. Or use reserve points from UA or 4e healing surges adapted to 3e or Monte Cook's experimental might stuff. [/QUOTE]
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