I made the following two feats for my campaign. What do you think? Are they balanced? Quick Rake
This feat will give two-weapon fighters a bit more mobility. Thrust
This will make freehand fighters able to deal a bit more damage.
I actually run a low-magic campaign. However i do allow the players to play spell casters - the players are in fact special beings, and therefor should be allowed to have special powers not common to most people. Magic Items and magic encounters are rare. To account for this i have made a set of house rules to make combat more interesting and make money viable. 1) Hit points is greater at first level, but progress more slowly. I use the following formula: [con + (HD*lvl + con mod)/2 2) Armor as damage reduction 3) ½ BaB as bonus AC 4) Since there will not be much magical healing, the heal skills is suddenly very important. After an encounter you may use the heal skill to patch a character up. The amount heal is equal to ½*heal check. This may only be done once per encounter and can maximum heal a number of hit points equal to hit points lost in last encounter. 5) And finally the most important one, every spell caster have to make a concentration check to see if a spell gets cast. The concentration check DC is equal to 10+2*spell level. Stuff like combat casting increase this DC. You may however prolong the casting time by one step (standard -> full round, full round -> 2 full round and so on) and gain a +2 concentration.
In addition to those rules, i also allow for some special maneuvers and have made some extra feats. While the campaign has just begun it seems that my players really enjoy it, and the houserules work pretty well. Magic does at leas seem special now. Overall this low-magic campaign is very successful
How do you pull those numbers out? Is it just a hunch, or have you tried taking time? Our game might look like this, but I am not even sure these numbers are even close to the truth:
"Hitting something doesnt just mean making contact with it. It means injuring it. 'To Hit' in not exclusively a function of accuracy. It is also the power behind a swing/attack to punch through armor/thick hides. Charging at something/someone helps you punch through armor, which adds to AC, so it gives you an attack bonus." What about touch attacks then? What if a spellcaster holds the charge of a melee touch attack, and instead make a charge attack to make the discharge , why would he get a +2 to ab? Doesn't make a lot of sence to me. |