Well the goal is to get closer to rulings that i like so these arent for everyones.
- DC starts at 10. Not 8. Reason for that is that spells for crowd controls barely ever sticks or even happens.making caster focus too much on blasting thru. This solution brought back crowd control to the front.
- rez have a chance of failing. This made the game clearer on players and why they should be aware of their characters. Matt mercer of cr has a good method for that one. I added it later on.
- some spells are too restricted. Exemple of guidance which doesnt need concentration. A player was abusing it. Until he realised that it was his fault persuasion checks didnt work. Because him casting a spell in front of said person was just ridiculous. Casting a vsm spell like guidance is still not subtle. Hence guidance does not need concentration. Many spells feels underpowered too much because of concentration. Removing it gives access to comboes that wouldnt be played otherwise. Much better my players have started using some spells more.
- absi + feat... I mean not full absi. +1 stat and a feat or you get 2 stats. Remove the +1 stat on all feats though. This encoursged my players into using feats more. Made availlable designs they hadnt thought of before.
Rollback Post to RevisionRollBack
DM of two gaming groups. Likes to create stuff. Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games --> One Shot Adventure - House of Artwood (DM) (Completed)
To post a comment, please login or register a new account.
Well the goal is to get closer to rulings that i like so these arent for everyones.
- DC starts at 10. Not 8. Reason for that is that spells for crowd controls barely ever sticks or even happens.making caster focus too much on blasting thru. This solution brought back crowd control to the front.
- rez have a chance of failing. This made the game clearer on players and why they should be aware of their characters. Matt mercer of cr has a good method for that one. I added it later on.
- some spells are too restricted. Exemple of guidance which doesnt need concentration. A player was abusing it. Until he realised that it was his fault persuasion checks didnt work. Because him casting a spell in front of said person was just ridiculous. Casting a vsm spell like guidance is still not subtle. Hence guidance does not need concentration. Many spells feels underpowered too much because of concentration. Removing it gives access to comboes that wouldnt be played otherwise. Much better my players have started using some spells more.
- absi + feat... I mean not full absi. +1 stat and a feat or you get 2 stats. Remove the +1 stat on all feats though. This encoursged my players into using feats more. Made availlable designs they hadnt thought of before.
DM of two gaming groups.
Likes to create stuff.
Check out my homebrew --> Monsters --> Magical Items --> Races --> Subclasses
If you like --> Upvote, If you wanna comment --> Comment
Play by Post Games
--> One Shot Adventure - House of Artwood (DM) (Completed)