Malwing |
I'm finalizing the my new house rules for all my games. They are a combination of house rules I've made before that I've found works out in my games along with new ideas that I haven't put to the test yet.
Could use some help sorting them out and balancing things, including the sigils, replacement feats, and new feats.
The document can be found here. It is commentable.
Criticism welcome. Suggestions welcome.
Malwing |
I like the improvement to skills, especially the Expertise skill. I also like the improvement to "quarter casters".
Thanks. Between third party stuff and trying to implement better feats for martials I felt like the low casters needed a bit of something. Because Rogue is still 3/4 BAB I'm still trying to figure if the third party support I'm using is enough. I'm also contemplating a bit of something for the Paladin because of all the classes that suffer in my games (because I run long adventure days) the paladin suffers the most due to a low limit to his iconic abilities.
Ciaran Barnes |
I also like the change to 4-level casting, but I would recommend that the spells per day progression be ammeded to 0, 1, 1, 2, 2, 3, 3, 4. Using this method, they will have one less spell per day than a cleric or druid at 1st level, they will reach 4 spells of a spell level a bit sooner, and will max out of 4th level spells at 20th level.
Aside from that, how does your gaming group feel about having a bunch of house rules?
Malwing |
I also like the change to 4-level casting, but I would recommend that the spells per day progression be ammeded to 0, 1, 1, 2, 2, 3, 3, 4. Using this method, they will have one less spell per day than a cleric or druid at 1st level, they will reach 4 spells of a spell level a bit sooner, and will max out of 4th level spells at 20th level.
Aside from that, how does your gaming group feel about having a bunch of house rules?
I'll change it up and try it out for a bit. I was already on the fense of giving them a progression where they end up with 4 slots at each level, mainly to make things simpler in my mind.
Most of my house rules aside from the feats, which are new barring the scaling feats, seem to have to effect of favoring players that want fewer complications. My wife more often than not plays and is honestly terrible at crunch-work and optimization no matter how much she plays so house rules that reduce complications is often a priority.
For the rest of the players; since I haven't explicitly nerfed anything so nobody complained. Consolidated skills have only come into play for the most recent mini campaign and has been going pretty well.
Some of the house rules are things that I've used before and wound up being pretty ignorable or a result of accidentily playing that way in the first place, like the lack of size limit barriers for combat maneuvers.
Unfortunately my last group either moved, got new jobs or flaked for the most part and my current group consists of me, my wife and one friend so my current pool of people who are okay with a lot of these house rules is small.