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<blockquote data-quote="Khaalis" data-source="post: 4334720" data-attributes="member: 2167"><p>Couple quick comments from v1.5, I'll work on more later. This is a <strong><em>LOT</em></strong> of house rules.</p><p></p><p></p><p>1) INT BONUS:</p><p><strong>*</strong> What if the PC has a negative modifier? Does it matter or is it considered 0 for this?</p><p><strong>*</strong> You might want to specifically make a list of all Background Skills (or at least the basic examples, using the 3.5 PHB examples as a place to start).</p><p></p><p>2) HALF-ELF:</p><p><strong>*</strong> I think the +2 to one of 3 scores might become seriously abused. Its basically giving a +2 to any stat of choice Other than INT.</p><p><strong>*</strong> Not keen on the +1 Reflex DEF (you say 'saves' btw not defense). Too similar to the Elf. If anything the race needs something to link it to being part human. I might think of giving them a +1 to saves.</p><p></p><p>3) HALFLINGS:</p><p><strong>*</strong> +2 to Initiative is a Major bonus. I'd drop this back to a +1.</p><p></p><p>4) DIVINE FORTUNE:</p><p><strong>*</strong> Think this is a bit too powerful. No other power I can think off the top of my head adds to all die rolls for the duration of the turn. They usually effect 1 die roll.</p><p></p><p>5) RANGER:</p><p><strong>*</strong> If you take Prime Shot away from TWF rangers, what do they get to replace it?</p><p></p><p>6) WARLOCK:</p><p><strong>*</strong> Not sure nerfing the infernal pact is necessary. Keep in mind Temp HP don't stack, and in most cases these temp HP aren't even enough to cover a single attack's damage.</p><p></p><p>7) WIZARD:</p><p><strong>*</strong> The Wand/Orb/Staff implements are a bit complicated. You are basically giving the same bonuses but making them even better by making them Interrupt Re-rolls. I think that might be a bit too much.</p><p></p><p><strong>*</strong>Familiar </p><p>-- This is similar to what I will do. However, the free power up is too much. I would make "Improve Familiar" a Ritual that costs the same amount of cash it would cost for an equivalent bonus to another implement. You are basically giving away 6 free magic items here. That's too much.</p><p></p><p>-- I would not include anything about the familiar being anything other than an implement in the base description. If necessary I would stat it out as a Level 1 Minion that's special ability is cannot be targeted by attacks.</p><p></p><p>-- As for powers like spell linking, etc. I would make these feats.</p><p></p><p><strong>*</strong>Spellbook: Wow, that's a bit complex. Have to think on this one, but the whole 'package' concept isn't sinking in as making much sense.</p><p></p><p></p><p>I'll try to do more later.</p></blockquote><p></p>
[QUOTE="Khaalis, post: 4334720, member: 2167"] Couple quick comments from v1.5, I'll work on more later. This is a [b][i]LOT[/i][/b] of house rules. 1) INT BONUS: [b]*[/b] What if the PC has a negative modifier? Does it matter or is it considered 0 for this? [b]*[/b] You might want to specifically make a list of all Background Skills (or at least the basic examples, using the 3.5 PHB examples as a place to start). 2) HALF-ELF: [b]*[/b] I think the +2 to one of 3 scores might become seriously abused. Its basically giving a +2 to any stat of choice Other than INT. [b]*[/b] Not keen on the +1 Reflex DEF (you say 'saves' btw not defense). Too similar to the Elf. If anything the race needs something to link it to being part human. I might think of giving them a +1 to saves. 3) HALFLINGS: [b]*[/b] +2 to Initiative is a Major bonus. I'd drop this back to a +1. 4) DIVINE FORTUNE: [b]*[/b] Think this is a bit too powerful. No other power I can think off the top of my head adds to all die rolls for the duration of the turn. They usually effect 1 die roll. 5) RANGER: [b]*[/b] If you take Prime Shot away from TWF rangers, what do they get to replace it? 6) WARLOCK: [b]*[/b] Not sure nerfing the infernal pact is necessary. Keep in mind Temp HP don't stack, and in most cases these temp HP aren't even enough to cover a single attack's damage. 7) WIZARD: [b]*[/b] The Wand/Orb/Staff implements are a bit complicated. You are basically giving the same bonuses but making them even better by making them Interrupt Re-rolls. I think that might be a bit too much. [b]*[/b]Familiar -- This is similar to what I will do. However, the free power up is too much. I would make "Improve Familiar" a Ritual that costs the same amount of cash it would cost for an equivalent bonus to another implement. You are basically giving away 6 free magic items here. That's too much. -- I would not include anything about the familiar being anything other than an implement in the base description. If necessary I would stat it out as a Level 1 Minion that's special ability is cannot be targeted by attacks. -- As for powers like spell linking, etc. I would make these feats. [b]*[/b]Spellbook: Wow, that's a bit complex. Have to think on this one, but the whole 'package' concept isn't sinking in as making much sense. I'll try to do more later. [/QUOTE]
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