| Eleion |
So I'm planning on running a Pathfinder game with my friends over the summer, and I've been tossing a few house rules about in my head, but I wanted to post them here first to see what people who are much more familiar with the rules than I am think about them. This is not a comprehensive list, just the things I'm thinking about now. I will probably post more later.
The first thing is that I don't really like the way magic items work in D&D. I know it's something of a staple for the system, but something about a bunch of people running around the countryside completely decked out in random magical gear and strange artifacts bugs me a little. I don't want to get rid of magic items entirely, but I do want them to feel much more special and unique than they currently do. Essentially, I don't want them to be things to add to a character build, but rather items that draw them into the world around them and make them feel a little special to boot. I'm still working with the specifics of how I'd make these changes, but the one I know I'm going to do is to get rid of the items that give bonuses to stats. Instead I would like to give the players more options to increase their stats as they level up. Does anyone have any suggestions to implement this while still being balanced? I'm not entirely sure what stat-increasing items a party would reasonably have at certain levels, so I feel uncomfortable arbitrarily deciding where the new stat increases would go and how many.
The other thing I'm currently thinking about, changes to the monk, is a little more minor, especially since I don't think any of my players will create a monk, but I was considering making the following changes to make playing a monk feel more accessible and more fun in comparison to a fighter:
HD to d10
Full BAB
Dexterity (or Wisdom, not sure) as the to hit/damage stat for monks
Flurry of Blows (and Two-Weapon attacks in general) as a standard action, rather than full (multi attacks from high BAB would be as normal)
What do people think of that? Good? Too strong? Not enough? I'm not really good at figuring out what's balanced or not, but those were some fixes to things about monks that been bothering me.
Well that's about all of them for now. Thanks in advance for any feedback!
Edit: Oh, one thing I forgot about. I was planning on implementing Unearthed Arcana's spell point system. Does anyone have any experience using this? Thoughts/opinions about using it in Pathfinder?
0gre
|
So a while ago someone mentioned doing something similar with magic items. I've generally felt similar to you about them for a long time until James Jacobs said something in that conversation.
Players like magic items because they are a way to build up and customize their character. Many GMs curse the whole 'christmas tree' effect but ultimately it's one of the few ways players can really customize.
Other game systems have point systems where you can invest in alternate powers but in D&D you have 4 main ways class choice, feats, skills, and magic items. Class choice is pretty rigid, feats are few and far between and skills are pretty limited.
So if you do take magic items and seriously limit them be careful because you are taking some of the power away from your players.
| Eleion |
Thanks, I'll keep that in mind when designing the campaign. I want to give them enough magic items so that they can make their characters' equipment feel special without feeling like they're walking department stores.
Additionally, I came across this website while searching for good low-magic rules. I like it a lot, and wanted to see what people think as far as implementing it into Pathfinder. My plan is to get rid of +1/+2/+etc magic weapons and armor but keep enchantments, so I think it would work pretty well.
Lastly, I have a rough version of how I would want to deal with no stat-boosting items:
Level Ability Score
1st -
2nd +1 to one
3rd -
4th +1 to all
5th -
6th +1 to two
7th -
8th +1 to all
9th -
10th +1 to one
11th -
12th +1 to all
13th -
14th +1 to two
15th -
16th +1 to all
17th -
18th +1 to one
19th -
20th +1 to all
I think this works out to be just about the same as characters with a bunch of stat-boosting paraphernalia (or close enough to not matter that much). It also creates a sense of a bit more uniqueness in how attributes are assigned.
What do people think?
| Kolokotroni |
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A while back there was a pretty long discussion on removing the 'neccessary' magic items, namely the 'big six': Magic Weapon, Magic Armor, Stat boosting item, Amulet of natural armor, ring of protection and cloak of resistance. These are all generic items that are esentially number boosters. But they are more or less expected in the balance between PC and monster. Without them your PC's have difficulty dealing with level appropriate CR monsters/enemies.
My favorite idea to come out of that was:
True heroes are far from static, realizing great power as they come into their own. Starting at 3rd level, each character gains one heroic distinction every level. Unless otherwise noted, a character cannot select an individual distinction more than once.
Defensive Training: The character receives a +1 training bonus to the effective armor bonus of any armor or shield worn.
Improved Defensive Training: The character receives a +2 training bonus to the effective armor bonus of any armor or shield worn. A character must be at least 6th level and have the Defensive Training distinction before selecting this distinction.
Greater Defensive Training: The character receives a +3 training bonus to the effective armor bonus of any armor or shield worn.. A character must be at least 9th level and have the Improved Defensive Training distinction before selecting this distinction.
Penultimate Defensive Training: The character receives a +4 training bonus to the effective armor bonus of any armor or shield worn.. A character must be at least 12th level and have the Greater Defensive Training distinction before selecting this distinction.
Perfect Defensive Training: The character receives a +5 training bonus to the effective armor bonus of any armor or shield worn. A character must be at least 15th level and have the Penultimate Defensive Training distinction before selecting this distinction.
Offensive Training: The character receives a +1 training bonus to attacks and damage with a single type of weapon.
Improved Offensive Training: The character receives a +2 training bonus to attacks and damage with a single type of weapon. A character must be at least 6th level and have the Offensive Training distinction before selecting this distinction.
Greater Offensive Training: The character receives a +3 training bonus to attacks and damage with a single type of weapon. A character must be at least 9th level and have the Offensive Training distinction before selecting this distinction.
Penultimate Offensive Training: The character receives a +4 training bonus to attacks and damage with a single type of weapon. A character must be at least 12th level and have the Greater Offensive Training distinction before selecting this distinction.
Perfect Offensive Training: The character receives a +5 training bonus to attacks and damage with a single type of weapon. A character must be at least 15th level and have the Penultimate Offensive Training distinction before selecting this distinction.
Lucky: The character receives a +1 resistance bonus to their Fortitude, Reflex, and Willpower saves.
Blessed: The character receives a +3 resistance bonus to their Fortitude, Reflex, and Willpower saves. A character must be at least 7th level and have the Lucky distinction before selecting this distinction.
Exalted: The character receives a +5 resistance bonus to their Fortitude, Reflex, and Willpower saves. A character must be at least 13th level and have the Lucky distinction before selecting this distinction.
Hardened: The character's natural armor bonus improves by +1. A character must be at least 6th level before selecting this distinction.
Grizzled: The character's natural armor bonus improves by +3. A character must be at least 10th level and have the Hardened distinction before selecting this distinction.
Iron Skinned: The character's natural armor bonus improves by +5. A character must be at least 14th level and have the Grizzled distinction before selecting this distinction.
Strong: The character receives a +2 training bonus to strength. A character must be at least 5th level before selecting this distinction.
Dextrous: The character receives a +2 training bonus to dexterity. A character must be at least 5th level before selecting this distinction.
Hearty: The character receives a +2 training bonus to constitution. A character must be at least 5th level before selecting this distinction.
Intelligent: The character receives a +2 training bonus to intelligence. A character must be at least 5th level before selecting this distinction.
Wise: The character receives a +2 training bonus to wisdom. A character must be at least 5th level before selecting this distinction.
Charismatic: The character receives a +2 training bonus to charisma. A character must be at least 5th level before selecting this distinction.
Mighty: +4 Training bonus to strength. A character must be at least 10th level and have the Strong distinction before selecting this distinction.
Adroit: +4 Training bonus to dexterity. A character must be at least 10th level and have the Dextrous distinction before selecting this distinction.
Unyielding: +4 Training bonus to constitution. A character must be at least 10th level and have the Hearty distinction before selecting this distinction.
Inspired: +4 Training bonus to intelligence. A character must be at least 10th level and have the Intelligent distinction before selecting this distinction.
Attuned: +4 Training bonus to wisdom. A character must be at least 10th level and have the Wise distinction before selecting this distinction.
Majestic: +4 Training bonus to charisma. A character must be at least 10th level and have the Charismatic distinction before selecting this distinction.
Herculean: +6 Training bonus to strength. A character must be at least 15th level and have the Mighty distinction before selecting this distinction.
Alacritous: +6 Training bonus to dexterity. A character must be at least 15th level and have the Adroit distinction before selecting this distinction.
Titanic: +6 Training bonus to constitution. A character must be at least 15th level and have the Unyielding distinction before selecting this distinction.
Brilliant: +6 Training bonus to intelligence. A character must be at least 15th level and have the Inspired distinction before selecting this distinction.
Enlightened: +6 Training bonus to wisdom. A character must be at least 15th level and have the Attuned distinction before selecting this distinction.
Awe Inspiring: +6 Training bonus to charisma. A character must be at least 15th level and have the Majestic distinction before selecting this distinction.
With this system you have the 'big six' more or less covered. So magic items are no longer 'required'. Instead you can focus on flashy flavorful magic items (i would remove the +1 requirement from magic weapons and armor, and just make the flaming, holy or what have you and also make sure training bonuses dont stack with enhancement bonuses).
So instead of a +1 sword, you have Narsul the Flaming Sword of Awesome.
I think the ability to full attack as a standard action would be a bit over the top for the monk. Maybe 2 attacks as a standard action, but not a full attack.
As far as spell points, the one thing i'd say is it makes the sorceror completely obsolete. If anyone likes sorcerors (or any other spontaneous caster) in your group, spell points will make them seem completely worthless. We tried it in my group, i liked it well enough but it was a rather big boost to the effectiveness of wizards/clerics and druids. 3 classes that really dont need a boost. If you do implement spell points i recomend giving a large increase to spontaneous casters over whats listed in UA (we did 1.5*the listed spell points) so at least there is SOME reason to play a sorceror, as they have a significantly larger amount of spell points.
| Eleion |
Thank you so much Kolokotroni, that helps a whole lot. It's much simpler than the system I had. I think I'll try it out and see how it goes!
And maybe I wasn't clear on the monk changes. I meant that they could use their Flurry of Blows ability as a standard action, but to make iterative attacks from having a high BAB they would still have to make a full round action. The same would also be true for two-weapon users who wish to make a single attack with each hand as a standard action, rather than a full round action, which helps put them more in line with two-handed weapon users.
I think I'll try the spell point system for a while, because it feels more natural to me, but if spellcasters feel too powerful I might revert back. I'm still trying to think of ways to make magic feel a little less safe than in standard D&D (if only in role playing terms), and that might balance it a little more.
| Kolokotroni |
Well in that case it brings up all martial characters which isnt a bad thing in my mind, it would be a big advantage for feinting rogues.
if you are interested in magic with consequences, its not my cup of tea, but this conversation may help you.
discussion on drawbacks for magic
I advise against putting in a double system of failure for magic (saves and then something else, or attack rolls plus a failure chance) but if thats the route you want that link should help.
| SilvercatMoonpaw |
Some suggestions I've thought up over the years:
* You could allow them to buy the "just numbers" part as an inherent bonus to their character rather than as an item.
* More bonuses could occupy each item, meaning the character is wearing fewer things but still has all the same stats. The "reasoning" of going from fewer to more bonuses while holding the same item is growth of the item's power. Upshot: less need to chuck an item for the next new shiny.
| Madcap Storm King |
Are you going to be using no magic items at all, or were you just going to use a few ones that are unique to each character?
As far as less safe spellcasting, I posted a prototype system to try and get away from Vancian spell slots in a game, maybe it'd be up your alley with a bit of polishing?
Note I do ramble a bit, but I modified some of it and it sounds like it could be fun. If you're running a low magic campaign that doesn't want to kick spellcasters in the head though I would suggest lowering the spell slots and doubling or changing the bonus for spell slot expenditure to +7 or +8. I also posit something for increasing spell save DCs, so, you know, that half of the spells you see at high level that never get used aren't just taking up ink and paper.
Of course you won't like it one bit if you are of the venue of OH THE POOR WIZARD.