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Trying my hand at DMing. Need some advice
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<blockquote data-quote="Celebrim" data-source="post: 6299887" data-attributes="member: 4937"><p>In general I think you are on the right track. I too believe in front loading (though with slightly different choices than you) and then smoothing out later progression some.</p><p></p><p></p><p></p><p>As an alternative to this, multi-classing incurs experience penalties as normal, but all races get the 'ignore the class with the highest rank' feature normally available to humans (you've bumped humans in power in other ways). This lets you do away with the 'more than 3 base classes and I'll by fiat punish you' declaration.</p><p></p><p>As for cleric, my fix on the cleric has been pretty simple:</p><p></p><p>1) One less spell slot per spell level.</p><p>2) Implement a 'spells known list' similar to sorcerer.</p><p></p><p>This largely brings the cleric down to tier 2 on its own, since the cleric loses the 'I have a solution to every problem' feature.</p><p></p><p>As for Druid, my fix on the Druid has been to replace it with the Green Ronin Shaman, kill the Druid, and take his spell list and with some tweaking, integrate the two (for example, lose monster summoning, gain summon nature's ally). Otherwise, any problems here are an issue of individual spells, though I should note that the Spirit Familiar for the Shaman will be problematic and should be dropped to a normal familiar if you are using RAW ethereal plane.</p><p></p><p>For the wizard I agree you can't fix the class without overhauling the spellcasting system and rewriting a couple dozen problematic spells. As a simple suggestion, eliminating the rule that adds the level of the spell to the DC of the save and using a less broken version of the shape changing spells generally reins in spellcasters quite a bit. Otherwise, you are generally safe sticking to the core spells and being very selective about what you allow in from the splatbooks.</p><p></p><p>The sorcerer in general is not problematic provide you overhaul a couple dozen problematic spells.</p><p></p><p>I'm not familiar with the archivist, but in general I don't see a pressing need for one.</p><p></p><p>I should note that I banned all PrC's about 10 years ago. If you don't want to go quite that far, I'd suggest reducing the list down to 20 or so available PrC's for your campaign world, most of which should chosen just as enablers to allow multiclassing with spellcasting classes to 'work right'. </p><p></p><p>In general, one look at your suggestions and if I'm power gaming I'm opening up the 'Book of Nine Swords' or playing a Psion. That you've banned the big 5 but not addressed that baffles me.</p><p></p><p></p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6299887, member: 4937"] In general I think you are on the right track. I too believe in front loading (though with slightly different choices than you) and then smoothing out later progression some. As an alternative to this, multi-classing incurs experience penalties as normal, but all races get the 'ignore the class with the highest rank' feature normally available to humans (you've bumped humans in power in other ways). This lets you do away with the 'more than 3 base classes and I'll by fiat punish you' declaration. As for cleric, my fix on the cleric has been pretty simple: 1) One less spell slot per spell level. 2) Implement a 'spells known list' similar to sorcerer. This largely brings the cleric down to tier 2 on its own, since the cleric loses the 'I have a solution to every problem' feature. As for Druid, my fix on the Druid has been to replace it with the Green Ronin Shaman, kill the Druid, and take his spell list and with some tweaking, integrate the two (for example, lose monster summoning, gain summon nature's ally). Otherwise, any problems here are an issue of individual spells, though I should note that the Spirit Familiar for the Shaman will be problematic and should be dropped to a normal familiar if you are using RAW ethereal plane. For the wizard I agree you can't fix the class without overhauling the spellcasting system and rewriting a couple dozen problematic spells. As a simple suggestion, eliminating the rule that adds the level of the spell to the DC of the save and using a less broken version of the shape changing spells generally reins in spellcasters quite a bit. Otherwise, you are generally safe sticking to the core spells and being very selective about what you allow in from the splatbooks. The sorcerer in general is not problematic provide you overhaul a couple dozen problematic spells. I'm not familiar with the archivist, but in general I don't see a pressing need for one. I should note that I banned all PrC's about 10 years ago. If you don't want to go quite that far, I'd suggest reducing the list down to 20 or so available PrC's for your campaign world, most of which should chosen just as enablers to allow multiclassing with spellcasting classes to 'work right'. In general, one look at your suggestions and if I'm power gaming I'm opening up the 'Book of Nine Swords' or playing a Psion. That you've banned the big 5 but not addressed that baffles me. 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. [/QUOTE]
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