| NinthMusketeer |
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Well I'm sure there are a lot of small things and rules interpretations that aren't coming to mind right now, but here are some of the bigger ones I have.
Counterspells: To counter a spell, you must ready an action to do so. Assuming the readied action is triggered, you must successfully identify the spell being cast with a spellcraft roll, then use up a spell of the same level or higher. (I found the actual counterpsell rules so difficult as to be near-useless, this fixes that.)
Languages: Intelligence modifiers do not grant bonus languages, instead you must take linguistics. Upon putting the first rank in linguistics you gain a bonus language, after that you gain another bonus language at each increment of an effective +10. Thus if you would normally (only permanent bonuses taken into account) roll linguistics at +20, you would receive three bonus languages, one for having a single rank in the skill, one for +10, and one for +20. (I found it way too easy to pick up mass amounts of bonus languages, plus this makes the skill matter a little more.)
Mundane Ammunition: I don't make anyone keep track of non-masterwork, non-magical, non-special material arrows, bolts, or bullets. The cost of obtain them quickly becomes trivial and then it's really just a pain. The exception is if a player is firing off a very high amount of ammo in a short period with no way of recovering it (say they were trying to shoot down every seagull on the coast) then at a certain point I tell them they are low on ammo and the next natural 1 on an attack roll means they are out.