How bad would these build rules be?


Advice

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Undone wrote:
Eltacolibre wrote:

I didn't see any mention about pfs limitation. Also in pfs you couldn't even do any of these house rules anyway...still tho. Heh, lower point buy who even cares, just play a battlefield control wizard and stay in the back. Let the BSF fights the monster, cast a spell to end the encounter and that's it.

I and the group are perfectly ok with this. The point of these are to prevent you from being able to both cast and fight extremely well. People are acting like giving people different point buys is the equivalent to punching people in the face. The rules I've seen proposed for low magic games and the support associated with them compared to this option boggles my mind. People are ok with completely removing magic but the idea of giving slightly less to a caster who actually plays it horrifies them.

It is like a punch in the face. You want to limit magic delay it. This won't accomplish that. 10 pt buy for Wizard, you'd still have 18 casting stat and all the spell you have at 25 pt. What you will have is wizard with more weaknesses and lower AC. MAD classes will suffer greatly.

I see what you want to do and I think different experience tracks would work better. Say you have the wizard need 3000 XP to make level 2 but the fighter only need 1300 XP. That right there slows magic down. When the fighter is level 13, the wizard will be 10th level with 4th level spells instead 6th level spells. You can average the level to get the APL. So a classic party of fighter, rogue, cleric and wizard would have to 13th level and 2 10 level for an APL of 12. Now you have APL 12 party with out access to teleport and overland flight for example that would normally be available for APL 12 party. That seem to accomplish you goal.


DrDeth wrote:
Matthew Downie wrote:

My suggestions for reducing caster-martial disparity in games that have it:

(1) Allow point-buy, but set limits (eg no initial stat / mental stat above 16-17).
(2) Ban rods, or ban all rods that seem to cause problems, or double their price.
(3) Reduce the weaknesses of the weakest classes (more skill points for fighters, full BAB for rogues.)
(4) Ban or nerf the more problematic spells (Simulacrum, etc.)
Note that I'm not being too specific because different games have different problems.

These are not bad ideas, either, and will help. Again, tho, no dumping.

#3 can be "fixed' by the Op's idea of more ability points, and also a little more loot and maybe a couple more traits.

I really dislike the idea of different amounts of ability points for different classes. I'm not entirely sure why.

I don't have a problem with stat dumping. Dumping strength to 7 on my last cleric allowed me to have decent balanced scores in all my other stats. I prefer the 'no stat above 16' rule to achieve a similar effect - if you're not trying to boost your Int to 20, you no longer have the need to dump your other stats. (Mind you, I haven't playtested this enough to judge it. I suppose you'd get wizards dumping Charisma as usual to boost Con / Dex / Wis.)

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Removed a couple posts. If what you're posting isn't advice, leave it out of the Advice forum.

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