| xman720 |
I have a homebrew which attempts to address 3 issues some players have with pathfinder. I like the rules how they are now, and don't have interest in changing them in my own games, but I do think the gripes have some legitimacy, find this fun to think about, and wanted to give an option for people to try if they like.
Problem 1: Slowed/stunned is too powerful. That is, the slow spell is an optimal choice in too many situations and too many combat decisions flows from whether or not the slow spell procs.
Problem 2: There is no mechanical difference between slowed and stunned.
Problem 3: Slowed and stunned don't stack. This doesn't come up a lot but can happen with monks for example, who might score a stunning strike on a critical hit which can leave an opponent both slowed and stunned, but nothing mechanical to show for it.
My proposed homebrew involves nerfing the slowed and stunned conditions in different ways in order to differentiate them, in a way so that being afflicted by both also causes a unique worse effect.
Homebrew slow
Slowed 1: Your body is slowed down by magical or biological means, preventing you from doing too many things. Every activity beyond the first activity on your turn takes one additional action. (This is identical to slowed 1, except the target can still dedicate their turn to a 3 action activity).
Slowed 2: Identical.
Homebrew stunned
Stunned 1: Your mind is faltering and you can't focus. Any activity which takes two or more actions takes an additional action. You recover at the end of your turn. (This is identical to stunned 1, except the target can take 3 single-action activities on their turn.)
Stunned 2+: Identical
There may be some obscure rules interaction problems with stunned 1 recovering at the end of your turn instead of when you regain actions as it happens right now (like being stunned during your turn by a reactive strike?)... but I think the rules as intended is clear. As a result of these rules, homebrew slowed 1 + stunned 1 then means the target cannot take 3 single actions due to slow and cannot take a 3 action activity due to stunned. So the target effectively has 2 actions, same as slowed or stunned now.
Another rules interaction is quickened. I would have these things not affect the quickened action or consume the quickened action, for both simplicity and to maintain the power of being quickened.
This makes slowed and stunned much less universally good-maybe too weak. But if you or your table are frustrated by how powerful the effects are maybe you could have fun with this.