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Trying my hand at DMing. Need some advice

I think your house rules are a bad idea.

Not because the rules themselves are bad. They look decent enough. But DMing is a skill on its own, one that is new to you. You'll run into issues that you don't expect. You'll find that your players simply don't receive a lot of the information you think you are conveying. Making sure that the world the players see matches the one in your head can be hard at times.

You'll make life a lot easier for yourself if you keep the game simple. Stick to the rules as written. Go for reasonably obvious straightforward plots in a traditional world/campaign.

Start with the basics and learn to DM. Keep the game simple until you get comfortable with the role. Only then introduce changes and complexity.
 

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I think your house rules are a bad idea.

Not because the rules themselves are bad. They look decent enough. But DMing is a skill on its own, one that is new to you. You'll run into issues that you don't expect. You'll find that your players simply don't receive a lot of the information you think you are conveying. Making sure that the world the players see matches the one in your head can be hard at times.

You'll make life a lot easier for yourself if you keep the game simple. Stick to the rules as written. Go for reasonably obvious straightforward plots in a traditional world/campaign.

Start with the basics and learn to DM. Keep the game simple until you get comfortable with the role. Only then introduce changes and complexity.

I both appreciate and understand your concern, but it's been in my experience that with no house rules there is chaos and frustration for the DM (my experience as a player, that is). Without banning the big five, while at the same time having other players in the tier 3-5 range, I'll be tearing out my hair trying to decently challenge everyone together without routinely sending in a random Rogue to steal the Wizard's spellbook.

At the same time, my other House Rules stem from what I as a player would like to play. I wanted a playable Elf race as well as Half-Elves. I wanted to play +1 Level Adjustment races (Aasimar *cough cough*) without staying behind in levels compared to my party members. I wanted to dual wield longswords without -4 penalties, even if a two-handed power attacker is still more effective.

Fear not, however. These are House Rules to my first real campaign. I'd already decided that I'll be doing several one-shots with my group, some using PHB, DMG, and MM only, some with these house rules in effect, as well as short, episodic campaigns from Levels 3-5, to get the hang of it. I guess I should have mentioned earlier that there would be several play tests.

EDIT: If this were a video game, I'd be preparing for Alpha testing right now. I've just barely got the setting and a very loose story line. I fully expect that my hard work and over-arcing story will be smashed to smithereens by my players, so I'm not too worried about all the little details.
 
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Meh. This is a no brainer. You'd always forsake knowledge of something you're never going to do for greater prowess in something you'd do all the time. Weapon fixation is a problem you should be discouraging, not encouraging.

I've thought about this, and while I disagree with martial classes like Fighters being proficient with ALL Martial and Simple Weapons (I mean seriously, where are you going to find the time to become familiar and proficiently use ALL those weapons? Even warriors back in the day who dedicated their lives to warfare specialized in only a few weapons groups) I definitely agree with your point. I think I may have the solution though: Using the Weapons Group alternate rule in Unearthed Arcana, and players will get no extra bonuses for free. For me, this helps with suspending disbelief.
 

I've thought about this, and while I disagree with martial classes like Fighters being proficient with ALL Martial and Simple Weapons (I mean seriously, where are you going to find the time to become familiar and proficiently use ALL those weapons? Even warriors back in the day who dedicated their lives to warfare specialized in only a few weapons groups) I definitely agree with your point. I think I may have the solution though: Using the Weapons Group alternate rule in Unearthed Arcana, and players will get no extra bonuses for free. For me, this helps with suspending disbelief.

Groups is a fine compromise. My variant of the fighter does something similar with a class ability called 'weapon mastery' that expands the scope of your weapon focus/weapon specialization over time to extend to more and more weapons.

What I don't like about weapon specialization and haven't liked ever since 1e is that it tends to force players to use the same weapon all the time, and leaves them essentially unable to consider magic items outside their narrow proficiency or tactics outside that one thing that they do. Watching the fighter PC switch back and forth between glaives, two-handed swords and daggers because his weapon mastery means he's become specialized with all of them has been very gratifying.
 

What I don't like about weapon specialization and haven't liked ever since 1e is that it tends to force players to use the same weapon all the time, and leaves them essentially unable to consider magic items outside their narrow proficiency or tactics outside that one thing that they do.

Can't argue with that. It is frustrating finding a Battle Axe with a +3 enhancement, but having to stick with your +2 Greatsword because you're more effective (Unless you're a Warblade; one of the many reasons I play that class).

I did read that Weapons Groups does alleviate that some, where you can apply Weapon Focus/Specialization to the entire group of weapons, not just a single class. It still narrows you down to three or four weapons, but better than one.

I guess I'm guilty of Final Fantasy thinking, where every character uses only one type of weapon. Granted, finding the next usable weapon for each character in those games is easier and more readily available.
 

One of the best advice I have heard so far is:
- Write down a bunch of names for NPCs, towns and taverns.

So when a player asks for a name, then you just look at your list and answer them almost instantly. This gives the feeling of "the DM checked his paper, this thing with a name must be important".

That and it give the game more depth (if your running a random world).
 

Based on what I'e read, it sounds like the OP is fixated on the numbers game of DM'ing.

3.x is pretty decent by itself, but the more rules sourcebooks you add, the more convoluted the characters can become, power creep becomes near inevitable, and 3.x becomes unnecessarily top-heavy. By that token, I find it's more of an 'advanced' player's game.

Some folks (like me) love to fiddle with the 'dials and buttons' of the various combinations of feats, powers, class abilites etc.; as a DM, the same desire to tweak becomes uncontrollable as you are already aware of in what and in how many ways things can go askew.

So, much as I hate to suggest it, why not roll a Core only game (though I can't imagine a game without some alt rules as presented in Unearthed Arcana)? Make the following editions:

A) There are no Wizards; there are only Sorcerers (and Bards) as Arcane casters.
B) Change Clerics to Cloistered Clerics (as seen in UA) and give them the Favored Soul casting method.

This should solve your "Casters Are OP" issue and power creep issue all at once.
 

Based on what I'e read, it sounds like the OP is fixated on the numbers game of DM'ing.

The numbers game, as you call it, is pretty important for getting what you want out of a setting/system. If you don't play it, you end up with a setting/system that doesn't work like you envisioned it.

Granted, being a good rulesmith is not the be all end all of being a good GM and I've known some good GM's that were poor rulesmiths. But hammering out what you want to play with is an important step.

3.x is pretty decent by itself...

I disagree. 3.0 was pretty decent by itself when it was first introduced, but 3.5 and later variations are inherently broken, breakable, and a mess. While 3.0 core is solid up to about 6th or 7th level and stays playable up to around 12th level, 3.5 only manages to get even that far by social contract. In general, you are left with a sweet spot in stock 3.x of around 2nd-4th level, with anything departing from that working mainly by social convention and/or large infusions of DM magic.

By that token, I find it's more of an 'advanced' player's game.

While I agree that 'advanced' players like dials, 'advanced' players IMO don't prefer rules that are unbalanced, top-heavy, and require fine graduations of self-imposed limits on how much they agree to break or not break the game. I'm not particularly a big fan as a player of playing 'mother may I play this character?' games with the GM/social contract, nor am I a big fan of having to review PC's not on the basis of the suitability of the concept to the setting but as a simple matter of play balance. You shouldn't have to negotiate how much system mastery you are allowed to use.

This should solve your "Casters Are OP" issue and power creep issue all at once.

Not really, though it is a decent start. Core only, wizards are really no more powerful than sorcerers, as the number of available spells is quite small so forgoing a few of them imposes a comparatively small penalty. It takes splat books full of spells that solve new problems in new ways to move the wizard firmly a tier above sorcerers. The same is generally true of clerics. But it's not true of Druids as long as 'Natural Spell' is available, as the Druid can then basically be the fighter, cleric, and sorcerer all rolled into one. The main difference between tier 1 and tier 2 isn't how nuclear you can go, but whether you can have an answer to everything. As such, I consider the 3.5 Druid to be the worst offender in the game. It's the only core class I looked at and thought, "I really can't fix this, since the concept implies - 'I can do everything well.'"

Beyond that, there are two main issues with Casters in 3.X and 3.5+ particularly.

First, the DC's of saving throws for spells quickly outstrips the defenses of creatures with poor saves. There are a lot of ways to show this, but the easiest is that the DC of a spellcaster's spells go up at a base rate of 1 every 2 levels, but poor saves go up at a base rate of 1 every 3 levels. This results in a situation where a smart caster in 3.X can easily use 'save or suck' to dominate the action economy and as direct 'I win' buttons because over time foes get less and less likely to pass their saves (this is the main reason 3.5 inflated monster HD and ability scores for a given CR, but of course, this had detrimental side effects not the least of which was inflating the DC of the monsters abilities in the same manner). Contrast this with 1e, where as you leveled up the odds of your 'save or suck' spells succeeding against your targets diminished.

There is an easy fix to this that renders 'save or suck' much more of a crap shoot and therefore returns you to the 1e issue where gambling on a 'save or suck' attack meant a high probability of wasting your own action, and that is simply remove the spell level as a modifier of the DC of the spell. You'll probably also want to also remove the 1/2 HD modifier to the saves of monster's abilities for the same reason (but in reverse). In general, this brings you back to the 1e world where the expectation is that powerful characters/monsters usually make their saving throws.

Secondly, it's far too easy for a 3.X caster to substitute his own abilities for the abilities of something far more capable - trading out apparent weaknesses for strengths and becoming good at everything. There is a reason that the answers to, "I want to optimize my fighter, what should I do?" is, "Play a pure caster." It's far easier to become a melee combat monster as a cleric, druid, or even a wizard than it is do it as a fighter. Often you do this by literally becoming a monster. Sometimes it involves summoning a monster. I always had a good (if painful and cynical) chuckle at 3.5 coming out and issue a 'fix' on spells like Haste and Harm, while at the same time breaking spells like Alter Self and Polymorph Self into little bitty super sharp pieces. To fix this later problem with 3.X casters, you have to individually fix the broken spells. Often it's possible to just take the nonbroken 3.0 version and go with that - compare 3.0 Blasphemy with 3.5 Blasphemy for an example. Sometimes it requires writing custom fixes. You can't call 3.5 core 'pretty decent by itself' until you fix shapechange and calling type spells that let players alter their character's CR dramatically.

Where this perception departs from the OP's perception is that he perceives the problem as being a problem with the casters and so has banned them, whereas I perceive the problem with casters as being a problem with spells. The spells are the class abilities of casters. If some of those class abilities are unbalanced, naturally the class will be unbalanced. But it's quite possible to play a balanced caster by selecting spells that don't let you solve every problem (fireball or magic missile, for example). The trick is narrowing down the utility of spells. At that point, the casters regain their balance and non-casters at least in part cease to live in world where they exist at the sufferance of casters (for example, RAW 3.5, the utility of a fighter of high level is entirely in how much his friend the spellcaster is willing to buff him).

Of course, the other problem with 3.5 in particular is that a lot of broken things for non-casters were put in the rules and justified and defended with the fallacious claim, "Well, casters are already (even more) broken, so what does it matter?", and equally bad, the high end CR monsters were rebalanced on the assumption that they'd be facing casters with powerful 'I win' buttons. So this is hardly the end of your rulesmithing if you are trying to restore sanity.
 

I both appreciate and understand your concern, but it's been in my experience that with no house rules there is chaos and frustration for the DM (my experience as a player, that is). Without banning the big five, while at the same time having other players in the tier 3-5 range, I'll be tearing out my hair trying to decently challenge everyone together without routinely sending in a random Rogue to steal the Wizard's spellbook.

<snip>

EDIT: If this were a video game, I'd be preparing for Alpha testing right now. I've just barely got the setting and a very loose story line. I fully expect that my hard work and over-arcing story will be smashed to smithereens by my players, so I'm not too worried about all the little details.

Sensible concerns, especially the bolded part, but I'm not convinced that flat-out banhammering the so-called "big five" really is the One True Way here. In play, a lot depends on circumstance. The big five get much better at higher levels, but aren't ahead much or even at all at low levels. They usually massively benefit from downtime, and from options available in your game world. Take those options away, and they may not do that great.

For example, limiting a Wizard in downtime means there's no way to scribe spells into his spellbook, no way to craft magic items, no way to bind extraplanar beings (reliably) etc. Limit spells available to be learned in the game world, and he's basically down to two spells known/level, significantly cramping his options.

Limit a Druid to ACs and wildshapes he is familiar with (has seen and interacted with firsthand), and you'll not see any cheese you don't introduce first (Fleshraker, I'm looking at you!). Although I still fully support the Shapeshift variant, or even just banning Natural Spell, which ought to remove most problems of the class!



I'd like to posit a simple houserule set that is making my current campaign a boatload of fun, even though the party consists of high and low tier classes together: play E6. The gist of it: the campaign never goes past 6th level, no character ever can advance beyond that, instead they earn (an unlimited number of) bonus feats for every 5,000 XP past 6th level. Note the immediate implications: most classes do fine, but don't overshadow other classes (much). Casters get nice toys to play with, but don't dominate, and are limited in spells/day. Doing HP damage is still relevant. Skill use is still very much relevant. No high-powered magic items can exist. There's no resurrection spells, no Restoration, no Stone to Flesh, so some monsters' attack forms are downright scary.

Still, a well-prepared 6th level party can take on a wide range of challenges and prevail, so your campaign can easily be quite epic. Note that preparation of encounters is much simpler at 6th level than at 12th or 18th level, especially if you use humanoid NPCs. Some monsters (Medusa, Stone Golem, Efreeti) can now be used as near-legendary one-of-a-kind monsters, giving victory over them a grand feel. And so on. At least think about the E6 option for your campaign, since it makes the DM's job much, much easier.
 

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