Limits?


Homebrew and House Rules


I've been thinking of finding some new players for a game with my own setting. I'm a little worried about how people would feel about my rulings though. While most of the tweaks aren't a big deal I do limit my players in a number of ways.

First of all I'm thinking of limiting the players to the Core Rule Book and Advanced Players Guide only (with my own house rules on top of that of course). With all the other options out there will this make players feel unduly constrained?

The other and larger issue is how I treat character advancement. My world is a bit more down to earth shall we say. I'd go with slow leveling and low fantasy (half treasure) rules. I also treat levels 11-20 like most GMs probably treat "epic levels" (21-30). For the most part level 10 is the upper limit. Teen levels in my world are for the ubber-powered. Like demigods and such and are rarely ever seen. I would only ever do 11+ for campaigns specifically designed around planes hopping godlings or some such. I just generally wouldn't go up to 20 just because it's there. I imagine this could be a deal breaker for a lot of players.

I dunno. Am I being unreasonable in running such a low powered world? Would you be willing to play in a game with such limits?


Unreasonable if you want to run this and nobody's interested.

I wouldn't. I play to escape the real world. Some would enjoy this, though.

But you need to make it clear to your players.

There are many combos/build/paths (mystic theurge for example), that would end up being horribly gimped. Same with many feats and feat trees. Some can only be take AFTER 10th level.

Good luck


Have you ever heard of E6? Essentially it Caps the Game at level 6, and players can only gain additional feats after level 6. It seems to me to be the kind of game you are after. I think it works better then slowing down all advancement. It fits well with a 'down to earth' world, and you dont have to worry as much about restrictions because the overall cap reduces the potential mix of options and abilities. You can also have a more constant progression, because though the leveling stops after 6, you still get a new toy to play with fairly frequently. And thats really what players want out of advancement, new toys (abilities, feats etc).


Talk with your players. You need a concensus with what you want and they want. In our group we play only with PG and APG,and the new basic classes are not allowd. . Works very good. The GM gives 25 points and no limits. Just normal cash and no item creation. This keeps it pretty balanced.

Half cash means that you have to lower the CR of your cambats. Starting from level 4-6 the expects a certain amount of magic items.

Low level progression can be a bit dull. I hate level 1-3, don't care witch class i play. Just bored.

If your players feel good about it, go for it!


I am also a fan of the 1-10 levels so this is roughly how I play as well.
I'd be fine with it.
I further restrict spell casters by only giving 1/2 XP to them so they level slower.
Scrolls take on a whole new importance when you get so few spells per day.


I further restrict spell casters by only giving 1/2 XP to them so they level slower.
Scrolls take on a whole new importance when you get so few spells per day.

Vhy are there people so affraid for casters? I played a lot of them and have encounterd as a GM very competent caster and had very few problems.(ofcours only playing with PG and APG)

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