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When is it too much?
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<blockquote data-quote="nopantsyet" data-source="post: 1526715" data-attributes="member: 3109"><p>Lots of good replies--I would add one thought. It's too much when your players are burdened by new rules. I really like S'mon's advice to try to work within the existing rules as much as you can, then tweak from there. I've done that with great success. </p><p></p><p>Consider changing/limiting available armor and weapons--restrict it to light armor and light or medium weapons. Make flavorful weapons like trident + net martial instead of exotic, maybe introduce some other weapons. </p><p></p><p>Emphasizing the role of skills can go a long way to help define and differentiate same-class PCs. One tweak that's worked well for my group is a skill swap. Each PC is allowed to swap two class skills for two cross-class skills. I started that in an all-barbarian campaign, and it worked so well we've made it a house rule.</p><p></p><p>If you force all players to be rogues, consider allowing them limited multiclassing opportunities into other classes, modified appropriately. Don't change the mechanics of core classes, just tune them to the flavor of your campiagn. Mixing rogue and fighter levels can make a great swashbuckler --martial feats can help define a unique fighting style. Focus the ranger options to make it a nautical class. Try to envision the various classes in your setting and tweak them to fit.</p><p></p><p>But to reiterate what's been said before: Keep it simple. Tweak for flavor and focus, but keep the mechanics your players know and love. Each group has a different threshold, but if it's fun and easy for you and your players, it's not too much.</p></blockquote><p></p>
[QUOTE="nopantsyet, post: 1526715, member: 3109"] Lots of good replies--I would add one thought. It's too much when your players are burdened by new rules. I really like S'mon's advice to try to work within the existing rules as much as you can, then tweak from there. I've done that with great success. Consider changing/limiting available armor and weapons--restrict it to light armor and light or medium weapons. Make flavorful weapons like trident + net martial instead of exotic, maybe introduce some other weapons. Emphasizing the role of skills can go a long way to help define and differentiate same-class PCs. One tweak that's worked well for my group is a skill swap. Each PC is allowed to swap two class skills for two cross-class skills. I started that in an all-barbarian campaign, and it worked so well we've made it a house rule. If you force all players to be rogues, consider allowing them limited multiclassing opportunities into other classes, modified appropriately. Don't change the mechanics of core classes, just tune them to the flavor of your campiagn. Mixing rogue and fighter levels can make a great swashbuckler --martial feats can help define a unique fighting style. Focus the ranger options to make it a nautical class. Try to envision the various classes in your setting and tweak them to fit. But to reiterate what's been said before: Keep it simple. Tweak for flavor and focus, but keep the mechanics your players know and love. Each group has a different threshold, but if it's fun and easy for you and your players, it's not too much. [/QUOTE]
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