Interesting Rules Ideas


General Discussion (Prerelease)


I ran 4e for a little bit but eventually our group decided that 4e was not the right kind of game for us and so we've switched back to pathfinder. However, I do enjoy some of the ideas 4e had and was curious to get some opinions on ideas that I had about adapting certain rules to 3e.

Idea #1) Some groups have this problem where their cleric must become Healbot 9000 in order to keep the group alive. This isn't always the case. Our group in Crimson Throne has not had this problem (yet). But our last game (Runelords) I played cleric and the last half of the game (essentially when the great bloated bags of hitpoints started to show up.. not sure if thats a spoiler or not) I found myself being forced to heal others almost exclusively every single round because the enemies simply did so much damage that to ignore the plight of my comrades for even a round meant their demise.

This is a problem for some groups and I had an idea, borrowed from 4e that might address such issues. What if:

Clerics were given an ability, say 3/day, when they were using a curing spell (perhaps of 5th level or lower) on a willing ally, they could make the casting of such spell a swift action.

Do you think this would be too powerful? Essentially, it would allow a cleric, at least 3 times a day, to quicken a lower level curing spell when casting it on an ally. It would give the cleric at least 3 rounds a day where he didnt -just- have to heal his allies. The cleric would still have to spend his spells curing (these aren't free spells) so resource management remains an issue and it might relieve pressure off the player who is playing a cleric. Does this sound too powerful? Too useful?

Idea #2) On a similiar vein as above, what if you allowed a character to, say, set a certain number of potions on his belt or forearm strap or whatever, and he could drink those set potions as a swift action. You could make it based off of dexterity or some simple arbitrary number like 4. Is that too useful?

Idea #3) I like the new pathfinder Monks. When I say I like them, I mean I like them (to be perfectly creepy about it). I'm playing one now in our group's Crimson Throne game. But something has always kinda bothered me about Monks, and it's their special weapons. Let's face it, after a certain level, a monk simply will not use any special monk weapons (such as sai's, kama's, quatersatff, ect) because his own unarmed damage is quite simply superior. I suppose in 3.5 a weapon could be enchanted, and have crit ranges and such, but if you are going to add enchanted "handwraps" for monks (seen that somewhere here) then that point is gone too.

So I had an idea. What if:

You made a feat called "Monk Special Weapons Training." This feat would allow the monk to use any special monk weapon and use his own unarmed strike damage, or the weapons damage dice, whichever was greater. Something like this, I think, is totally acceptable! Now you can craft a totally cool nunchuck or sai weilding monk and still keep your damage potential. Sure, the monk would gain a crit range for his weapons, but he would lose out on his ki strike, stunning fist and quivering palm delivery through attacks unless the weapon were also a "ki focus" weapon. It doesn't seem unreasonable or over-powering in any way, especially if you are allowing enchanted "handwraps."

----

So there it is. Comments and alternative ideas are most welcome (especially on the monk thing). Please let me know what you think about my ideas.


Crowheart wrote:


Clerics were given an ability, say 3/day, when they were using a curing spell (perhaps of 5th level or lower) on a willing ally, they could make the casting of such spell a swift action.

I allow the Rapid Turning feat to apply to channel energy, so you get to heal allies quickly. Since you don't have that many channel uses (unless you invest into feats and high charisma), it won't happen too often. Maybe let it cost two uses of channel, or let it only work on one character, and you should be set.

Crowheart wrote:


Idea #2) On a similiar vein as above, what if you allowed a character to, say, set a certain number of potions on his belt or forearm strap or whatever, and he could drink those set potions as a swift action. You could make it based off of dexterity or some simple arbitrary number like 4. Is that too useful?

I fear it is. Though it costs some money (for the potions) and is limited to lower-level spells, it basically means that all potions are quickened spells.

Look at a lesser metamagic rod of quicken spell. That thing costs 37500 (unless I misremember) and works on 3 spells per day only.

Crowheart wrote:


You made a feat called "Monk Special Weapons Training." This feat would allow the monk to use any special monk weapon and use his own unarmed strike damage, or the weapons damage dice, whichever was greater.

My idea was to make a monk's unarmed attacks deal 1d6 damage (or something like that. Maybe just say they're equal to a club - without the throwing part, of course).

Beyond that, the monk will get bonus damage (or damage dice) to all his monky attacks (unarmed and with special monk weapons). If that seems too tough, make unarmed attacks better, maybe by saying that effective monk level is 2 lower for bonus damage if you use a manufactured weapon.

Liberty's Edge

Most Monk weapons are not designed to do damage, but to give bonuses to special maneuvers (trip, disarm).

That might become a new category of enhancements for magical weapons.


Crowheart wrote:


Clerics were given an ability, say 3/day, when they were using a curing spell (perhaps of 5th level or lower) on a willing ally, they could make the casting of such spell a swift action.

Interesting, but see KaeYoss' comment re: Rod of Quicken Metamagic. You did make me realize that Quicken Spell-like Ability can apply to a cantrip now.

Crowheart wrote:


Idea #2) On a similiar vein as above, what if you allowed a character to, say, set a certain number of potions on his belt or forearm strap or whatever, and he could drink those set potions as a swift action. You could make it based off of dexterity or some simple arbitrary number like 4. Is that too useful?

Yes, it's too useful, trust me. A friend had a barbarian with a Gnomish Drinking Helm (see an old April Fools issue of Dragon)... it was horrendous.

Crowheart wrote:

You made a feat called "Monk Special Weapons Training." This feat would allow the monk to use any special monk weapon and use his own unarmed strike damage, or the weapons damage dice, whichever was greater.

...
I don't see that this would be that broken, especially if you allow hand wraps and such.

I would say *only* if you allow hand wraps and such. The Pathfinder rules already allow this sort of thing with the Amulet of Mighty Fists - allowing hand wraps undercuts that immensely.


Crowheart wrote:

Idea #1) Some groups have this problem where their cleric must become Healbot 9000 in order to keep the group alive. This isn't always the case. Our group in Crimson Throne has not had this problem (yet). But our last game (Runelords) I played cleric and the last half of the game (essentially when the great bloated bags of hitpoints started to show up.. not sure if thats a spoiler or not) I found myself being forced to heal others almost exclusively every single round because the enemies simply did so much damage that to ignore the plight of my comrades for even a round meant their demise.

This is a problem for some groups and I had an idea, borrowed from 4e that might address such issues. What if:

Clerics were given an ability, say 3/day, when they were using a curing spell (perhaps of 5th level or lower) on a willing ally, they could make the casting of such spell a swift action.

Do you think this would be too powerful? Essentially, it would allow a cleric, at least 3 times a day, to quicken a lower level curing spell when casting it on an ally. It would give the cleric at least 3 rounds a day where he didnt -just- have to heal his allies. The cleric would still have to spend his spells curing (these aren't free spells) so resource management remains an issue and it might relieve pressure off the player who is playing a cleric. Does this sound too powerful? Too useful?

Consider the Turning Smite feat. Some (myself included) have recommended housruling this feat to do the full burst channeling effect on a successful hit. This would allow your cleric to hit a foe and heal his allies at the same time.

Also the Quicken Spellcasting feat can allow faster healing. There is a feat in the Complete Arcane or Complete Divine or well, one of those splats, that is like Quicken but it turns the spell into a move action instead of a swift action, and doesn't require as big a level adjustment.

Metamagic rods allow you to use these feats 3/day spontaneously without preparing them at higher level.

I created a Metamagic Holy Symbol item that quickens, empowers, or maximizes any Cure X Wounds spell and can be used 3 times per day, like the metamagic wand. Greater Metamagic Holy Symbols do the same thing, but in addition to 3/day, they can also be activated by the cleric using one of his daily uses of Channel Energy.

It's not that your suggestion is bad, but it does have one unintended side effect. Clerics are already the unbeatable class. Give a cleric the right spells prepared, and a few rounds to pre-cast before a fight, and he will out-fight any other class of the same level in a one-on-one duel. Give them the ability to automagically heal themselves 3/day as a swift action without using a feat to acquire this ability and without preparing higher level slots for those heals, and they become even more unbeatable.

Crowheart wrote:
Idea #2) On a similiar vein as above, what if you allowed a character to, say, set a certain number of potions on his belt or forearm strap or whatever, and he could drink those set potions as a swift action. You could make it based off of dexterity or some simple arbitrary number like 4. Is that too useful?

Probably not a good idea. Never more than a move action, and it always provokes. Otherwise everyone, casters and non-casters alike, will have not just healing potions, but all kinds of potions, strapped all over their body as little quickened spells they can use without repurcussion.

But, it's your campaign, maybe this is what you're going for. Try it and see, but keep your mind open to the idea of kobolds with potions of invisibility, goblins with potions of (swift action) burning hands, heck, even a fireball can be bottled into a potion for a goblin suicide run - charge the party and go boom. As a swift action no less.

Crowheart wrote:

Idea #3) I like the new pathfinder Monks. When I say I like them, I mean I like them (to be perfectly creepy about it). I'm playing one now in our group's Crimson Throne game. But something has always kinda bothered me about Monks, and it's their special weapons. Let's face it, after a certain level, a monk simply will not use any special monk weapons (such as sai's, kama's, quatersatff, ect) because his own unarmed damage is quite simply superior. I suppose in 3.5 a weapon could be enchanted, and have crit ranges and such, but if you are going to add enchanted "handwraps" for monks (seen that somewhere here) then that point is gone too.

So I had an idea. What if:

You made a feat called "Monk Special Weapons Training." This feat would allow the monk to use any special monk weapon and use his own unarmed strike damage, or the weapons damage dice, whichever was greater. Something like this, I think, is totally acceptable! Now you can craft a totally cool nunchuck or sai weilding monk and still keep your damage potential. Sure, the monk would gain a crit range for his weapons, but he would lose out on his ki strike, stunning fist and quivering palm delivery through attacks unless the weapon were also a "ki focus" weapon. It doesn't seem unreasonable or over-powering in any way, especially if you are allowing enchanted "handwraps."

Don't forget, nunchaku get +2 on disarm attempts, and sai get +4 on disarms. Kama get nothing, but IMO, since it says they can be used to trip, they should get +2 on trip attampts.

Monks are already CMB experts. Getting bonuses to their CMB maneuvers is pretty useful.

Also don't forget that a monk could walk around with sai in his hands, and still kick his enemies to death whenever he wants, so carrying weapons in no way reduces his ability to get full benefit of his monk flurries and damages, but does expand his CMB capabilities.

If that's not enough, consider a houserule that lets monks increase the damage die of their special monk weapons every time they increase the damage die of their unarmed strikes. So at 4th level a monk's fists go from d6 to d8, his nunchaku go from d6 to d8 and his sai go from d4 to d6, etc.

Me, I think this might overpower the weapons and make unarmed strikes obsolete, but it may work as a houserule.

Scarab Sages

The black raven wrote:

Most Monk weapons are not designed to do damage, but to give bonuses to special maneuvers (trip, disarm).

That might become a new category of enhancements for magical weapons.

It was in DDO...and I have no problem with that in Pathfinder. Don't give them actual bonuses, but make it so they double the users bonus I would think. So a tripping weapon wouldn't help someone without improved trip, but it would double the bonus for a character with improved trip.

Liberty's Edge

Xaaon of Xen'Drik wrote:
It was in DDO...and I have no problem with that in Pathfinder. Don't give them actual bonuses, but make it so they double the users bonus I would think. So a tripping weapon wouldn't help someone without improved trip, but it would double the bonus for a character with improved trip.

Hmm. I like the idea of a tripping weapon shifting its shape to better trip an opponent. But it makes more sense to me that it would add a bonus (ie, work in anybody's hand if they go for the maneuver).

Why do you prefer multiplying an existing bonus ?


Of course, the problem with using Channel Energy in combat is that it heals all living creatures in the radius, so unless you are fighting undead, constructs, etc., it might be counter-productive.

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