Nerf bat!


Homebrew and House Rules

1 to 50 of 72 << first < prev | 1 | 2 | next > last >>

I normally abhor the idea of nerfs because I don't think making something else less fun, somehow makes other things more fun.

BUT let's toy with the idea anyways. Let's come up with nerfs for all those nails who would dare stand out!

I'll start.

Simulacrum: Simulacrums made have no SLAs or any form of spellcasting that the original had. Nor do they have use activated supernatural abilities or extraordinary abilities. Keep everything else. Adjust feats, skill points, and ability score from the reduction to HD.

Planar binding: Any service that would yield a monetary reward like wish or stealing valuables, the caster must pay an amount equal to the worth or the opposed charisma check automatically fails.

Barbarians: No longer have superstitious or the beast totem line.

Clerics: now have a paladin like code for their deity/alignment combo

Druids: Can't wear or use anything made of metal. This includes wondrous items. They must also revere nature by never sleeping in inns or enjoying any comforts of society.

Paladin: Lay on hands is now a move action. Auras no longer grant immunties. They only give the paladin their bonus. Smite only last for one attack (this includes summons)

Bards: No longer have versatile performance. All abilities associated with jack of all trades only works on untrained skills. No bard of any archetype can disable magic traps.

Magical traps are now immune to anti magic fields and dispel magic. Only rogues can disable them. Every archetype that is not a rogue that says you can is lying.

Wizards: You can no longer learn or prepare spells from opposed schools. All effects that reduce the oppose school limitation have been removed.

Ninjas: No longer have vanishing trick.

Spellcasters: Concentration is a skill again and scales with con. Casters must always try to cast defensively, less the nerf bat interrupt them via AOO.

Gunslingers: Normal. Guns have been removed.

Alchemist: Fast bombs has been removed. Vivisectionist has been removed. Alchemist must now choose between bombs or mutagens at character generation.

Sorcerer: Must now always cast with cha regardless of archetype.

Cavalier: No longer has Mount class feature.

Rangers: May have as many animal companions as they want via handle animal because hunter's bond has been removed, along with instant enemy. Favored enemy no longer grants a bonus to-hit.


3 people marked this as a favorite.

Y'know, I'm actually pretty cool with the Wizard, Cleric(with the provision that Clerics CAN avoid having a deity, and making having a Deity provide a significant benefit, like say for example deity clerics get one cast per day of both domain spells at each spell level), Planar Binding and Similacrum nerfs.

The rest of them can rot in hell.

Liberty's Edge

That's a really bad way to nerf Simlacrum. Higher entry requirements to nerf 'creature X', liken needing some blood, and the removal of things like wish only seems a much better method.

The rest don't seem necessary to nerf at all, and can, as suggested, rot in hell.


6 people marked this as a favorite.

That would not be a game I was interested in playing.

I don't like or agree with any of those.


Nobody likes a nerf unless they hate the class/race.


... I get where you're coming from, but this balancing also makes the game more tedious in my opinion, and also removes a lot of the fun from the game. :/

But hey, that's why you can homebrew rules. :)


What? NO!!!

Wasn't Crane Wing bad enough? You'll doom us all!

RPG Superstar Season 9 Top 16

2 people marked this as a favorite.

Cavalier: No longer has Mount class feature.


Wow, I think you just gutted a lot of those classes.


1 person marked this as a favorite.

Clerics: now have a paladin like code for their deity/alignment combo

BOOOO!!!!


*slow clapping* Congratulations, you've officially ruined every single class in the game.


Joking by the way, or at least not meaning the previous in an offensive manner.


2 people marked this as a favorite.
Jack Assery wrote:
*slow clapping* Congratulations, you've officially ruined every single class in the game.

Nope, he left summoner in all its standard action 10x duration summon, ridiculous early spell access, and pouncing eidolon glory.


Atarlost wrote:
Jack Assery wrote:
*slow clapping* Congratulations, you've officially ruined every single class in the game.
Nope, he left summoner in all its standard action 10x duration summon, ridiculous early spell access, and pouncing eidolon glory.

All hope is not lost then.


1 person marked this as a favorite.

Agreed. A +3 to the Fly skill? Absolutely OP.


Quit giving the devs ideas. Besides nerfing everyone else will not make the rogue or monk better. They'll just nerf them harder.


1 person marked this as a favorite.
Jack Assery wrote:
*slow clapping* Congratulations, you've officially ruined every single class in the game.

On the bright side, he left rogues alone.

On the down side...that's supposed to be a bright side?


Kobold Cleaver wrote:
Jack Assery wrote:
*slow clapping* Congratulations, you've officially ruined every single class in the game.

On the bright side, he left rogues alone.

On the down side...that's supposed to be a bright side?

That's right they're loading the nerf cannon for them.


Lol I forgot we still had rogues, maybe they were nerfed out of existence.
It ain't pretty, being a rogue


In that case I propose . . .

Rogue: 1/2 the current skill points, can only sneak attack an unconcious or tied up target, can't disable device over 20, other classes 12.

Monk: Hmmmmm I've got nothing.

Shadow Lodge

1 person marked this as a favorite.

I have the ultimate monk nerf, but it comes in two parts [to buff the full caster that obviously needs one, since it got a nerf].

Part One: Skin is now Armour. It provides no bonus to AC, no Armour Check Penalty, no Arcane Spell Failiure Chance, and its weight does not count towards carrying capacity. A spellcaster with Craft Magical Arms and Armour can enchant skin with up to a +20 enhancement bonus, but only on themselves.

Part Two: Monks lose all class features when wearing any Armour of any sort.


Part Three: Unarmed strikes now deal half their damage to the attacker. Hey, punching people can hurt!

Shadow Lodge

Fighters:All class features other than Bravery and Bonus feats are removed. And Weapon/Armour Proficiencies.


2 people marked this as a favorite.

I'm going to assume that this is satire/sarcasm, since the ACTUAL big broken stuff (the spells themselves) has remained untouched.


Somebody campaigning across the forums for nerfs? >.>


Wizards, clerics, inquisitors, sorcerers, druids, paladins, rangers, bards, alchemists, witches, magi and oracles all lose their spells. Magic isn't real, moron.

Summoners can keep them, though.


Zhayne wrote:
I'm going to assume that this is satire/sarcasm, since the ACTUAL big broken stuff (the spells themselves) has remained untouched.

That's what I assumed.

Silver Crusade

1 person marked this as a favorite.

These look like fun!

Samurai: Must draw blood if they unsheathe their katana.

Ninja: If ever seen, must kill themselves in dishonor.

Fighters: Hitting it too violent. Lose all weapon proficiencies, gain proficiency in slap. Does no damage.

Magic Missile: Now requires an attack roll, doesn't target touch AC. Also now bludgeoning damage instead of force.

Power Attack: Must now make a fort save when used to avoid pulling a muscle.

Fabricate: Summons Oompa Loompas to do the fabricating.

Fireball: Requires an attack roll.

Rule Zero: Officially removed from all rulebooks.


Xzaral wrote:
Fabricate: Summons Oompa Loompas to do the fabricating.

This seems more powerful. Those Oompa Loompas all have the power to burst into song at will!

Xzaral wrote:
Rule Zero: Officially removed from all rulebooks.

GMs are OP?

Silver Crusade

Kobold Cleaver wrote:
Xzaral wrote:
Fabricate: Summons Oompa Loompas to do the fabricating.
This seems more powerful. Those Oompa Loompas all have the power to burst into song at will!

Hey, I know at least two people who are freaked out by Oompa Loompas! So for some, that is indeed a nerf. They'll gain the panicked condition every time they cast it, and then lose the spell!

Kobold Cleaver wrote:
Xzaral wrote:
Rule Zero: Officially removed from all rulebooks.
GMs are OP?

Hey, GMs are more powerful than Gods in their games! So yea, they could use a little humility too. NERFBAT!


GM screen is now banned. GM must roll all dice in the open and are not allowed to fudge dice.

Because dice fudging is op. xD


1 person marked this as a favorite.
K177Y C47 wrote:

GM screen is now banned. GM must roll all dice in the open and are not allowed to fudge dice.

Because dice fudging is op. xD

When I GM, I always roll my dice by throwing them at the players' face.


Durngrun Stonebreaker wrote:
K177Y C47 wrote:

GM screen is now banned. GM must roll all dice in the open and are not allowed to fudge dice.

Because dice fudging is op. xD

When I GM, I always roll my dice by throwing them at the players' face.

Well first, before you do that, you have to roll to hit your player's flat footed AC.

Then you can deal 1d2 non-lethal damage with your d20. xD


2 people marked this as a favorite.

Or you could write random numbers on beer bottles whichever number imprints on their foreheads is it


Quote:
Planar binding: Any service that would yield a monetary reward like wish or stealing valuables, the caster must pay an amount equal to the worth or the opposed charisma check automatically fails.

This doesn't alter the power of the spell. You can still dominate the monster into providing the service with magical compulsions and, even if you take free wishes out, you are still giving level 15 wizards/clerics or 16 sorcerers/oracles level 16 pocket outsider clerics basically for free. That's a pretty major jump at level 15/16 compared to a point of BaB and maybe a feat/talent the non caster classes are getting.


Dragons, outsiders, magical beasts, monstrous humanoids, and fey are OP. Remove them completely.

This supersedes Markthus' nerf to Planar Binding.

Shadow Lodge

Magic Nerf: Any character with Atheist is gains immunity to divine magic. In addition, they gain immunity to arcane magic if they make a Perform[Disbelieve] check or bluff check v. their own sense motive each year to not believe in magic.


1 person marked this as a favorite.

Atheist Nerf: Can't be resurrected and go straight to hell regardless of alignment when they die. All spells cast against them cause them rant/fedora-tip in anger for 1d4+1 round losing all actions until their euphoria dies down. Regardless of actual Int score, atheist with less than 10 wisdom will assume that their Int score is at least 30.


EvilPaladin wrote:
Magic Nerf: Any character with Atheist is gains immunity to divine magic. In addition, they gain immunity to arcane magic if they make a Perform[Disbelieve] check or bluff check v. their own sense motive each year to not believe in magic.

Funny thing that. the 3PP class called the Machinesmith (Machine Smith Linky) with the archetype technologist (LINKY 2.0) can actually "disprove" magic with science, counter magic, and gains SR vs magic because magic is a lie :p.

Oh god, imagine a Machinesmith vs a Lich?

Machinesmith: You cannot exist. By all laws of reality and physics, you are an impossibility and therefore, nothing more than a figment of my imagination.

Lich: .....

Lich: *fires Empowered fireball*

Machinesmith: *Disproves existance of fireball and counter-spells it* See... you are a lie...

Lich: *Facepalm*


K177Y C47 wrote:
EvilPaladin wrote:
Magic Nerf: Any character with Atheist is gains immunity to divine magic. In addition, they gain immunity to arcane magic if they make a Perform[Disbelieve] check or bluff check v. their own sense motive each year to not believe in magic.

Funny thing that. the 3PP class called the Machinesmith (Machine Smith Linky) with the archetype technologist (LINKY 2.0) can actually "disprove" magic with science, counter magic, and gains SR vs magic because magic is a lie :p.

Oh god, imagine a Machinesmith vs a Lich?

Machinesmith: You cannot exist. By all laws of reality and physics, you are an impossibility and therefore, nothing more than a figment of my imagination.

Lich: .....

Lich: *fires Empowered fireball*

Machinesmith: *Disproves existance of fireball and counter-spells it* See... you are a lie...

Lich: *Facepalm*

Ahhh... so good.

Still, good camouflage of trolling with some propositions that sound semi-serious.


1 person marked this as a favorite.

I can only imagine this is trolling. Otherwise...well I hate to think of the implications.


Marthkus wrote:

Cavalier: No longer has Mount class feature.

Rangers: May have as many animal companions as they want via handle animal because hunter's bond has been removed, along with instant enemy. Favored enemy no longer grants a bonus to-hit.

A lot of these are really really bad, but these two stand out as literally removing the core flavor mechanic of each class. A cavalier literally is someone who fights from horseback by definition. Removing the animal companion from a ranger but leaving it on the druid makes my inner AD&D player cry.


I think Mounts should remain, but we should follow the rogue's example and make them a once-per-day ability. :)


Only if you can butcher and cook them and then get new ones every day.


No, they just kind of aimlessly wander off the map, then wander back in whenever a fight starts.

Also, they get half your HP, like familiars.


Kobold Cleaver wrote:

No, they just kind of aimlessly wander off the map, then wander back in whenever a fight starts.

Also, they get half your HP, like familiars.

Limit them to donkeys and miniature ponies.


K177Y C47 wrote:
EvilPaladin wrote:
Magic Nerf: Any character with Atheist is gains immunity to divine magic. In addition, they gain immunity to arcane magic if they make a Perform[Disbelieve] check or bluff check v. their own sense motive each year to not believe in magic.

Funny thing that. the 3PP class called the Machinesmith (Machine Smith Linky) with the archetype technologist (LINKY 2.0) can actually "disprove" magic with science, counter magic, and gains SR vs magic because magic is a lie :p.

Oh god, imagine a Machinesmith vs a Lich?

Machinesmith: You cannot exist. By all laws of reality and physics, you are an impossibility and therefore, nothing more than a figment of my imagination.

Lich: .....

Lich: *fires Empowered fireball*

Machinesmith: *Disproves existance of fireball and counter-spells it* See... you are a lie...

Lich: *Facepalm*

Lich: "If the fireball was a lie . . . why did you need to disprove it. I put to you that stand there and do nothing whilst I cast these speells and we see if they work. If they are a lie you need do nothing to remain unharmed but if your actually working to disprove them then by default you believe in them and are merely twisting the hypothesis and the theorum to meet your own preconceived ideas of what makes up reality. Thus you are in fact doing magic and calling it by another name."


Parmenides proved that if you can conceive it, it exist. The more interesting question is whether or not it is real. If you can prove that the fireball is not real, you also have to prove that you are more real than the fireball. Which is no trivial matter. Since "you" do not meet the qualifications of "what-is".


Lich: "I will use the red truth. The fireball was not a lie, nor am I."


Lich: "Furthermore if I cast my spell on anything else such as this tree." FWOOOM "or this child."
Kitten: "MROW?"
Lich: "You wil note that they are affected its only when I cast on you."
Machinesmith dispells fireball
Lich: "They are dispelled and thus I again put to you that magic is real and it is merely you who are performing it while claiming otherwise thus your entire system of belief is funadamentally floored."
Kitten paws at Lich's robes "MROW, Mao, Mioao!"

EDIT
Speaking of which machinesmiths can only counterspell every second sunday of the month that falls on February 29th in a leap year.

1 to 50 of 72 << first < prev | 1 | 2 | next > last >>
Community / Forums / Pathfinder / Pathfinder First Edition / Homebrew and House Rules / Nerf bat! All Messageboards

Want to post a reply? Sign in.