Well, I took a brief look over them and I'm not entirely sure how to reply on a point by point kind of review. It might be appreciated if you could migrate the list into your OP, but that's my personal pref. One rule I thought I'd comment on was starting the starting HP, and I really only have 3 comments there.
First, the starting HP has a relatively mild penalty to small characters which I'm a little unsure how I feel in regards to. Second, there seems to be a very heavy sort of favor show to how otherwise random Hit points are rolled that I wonder why you bother rolling at all. Have you considered just letting everyone take either the maximum value for their hit die every level, or assigning a higher static number for the hit die than what's presented in the book? Lastly, and this is more a suggestion of an alternate idea for starting hit points: understanding that spike damage is what really ends most low level careers, maybe the best bet is to have 1st level characters start with their 1st and second hit die at start, and just ignore that part of leveling up to 2nd level (or even just auto start everyone at 2nd but with 0 XP so that they still need to earn the standard amount to get to 3rd).
I'll come back and take a look at the other rules as I go, currently on mobile so it makes things awkward to bounce from here to the google doc is all. :)
Thanks, I might just do a static 8 with the con addition.
That rule I was pretty much just pulling from Pathfinder.
Gotcha. And just to keep in mind, from myself and everyone: it's just a thought I had and what works for you is the most important part. The combats I've found the most enjoyable have been tense exchanges with the party vs. multiple weaker adversaries that were able to whittle down their health thanks to flanking, the help action, etc. When the party has so much health that they're not in danger of dropping, that can make things less exciting. To be fair, I generally feel the game is at it's best from 3rd level on, so grain of salt on all o that. :)
I can always balance up for higher health it's a little harder to bring it down for low.
And the intent of the rule is just so players are a bit more adventurous and daring at level 1-3 at which point the extra health really kinda vanishes into the greater pool.
This are rules that I plan to present to my players for my next campaign to give them a chance to look at and possibly to veto.
https://docs.google.com/document/d/1mYmTmoO8RRW7iLU6FXTNsNpUSi7xXqOYLHL0yO0ZMqI/edit?usp=sharing
A few of these are rules that I already use with them and I just want to keep them all in one big place so I can keep them honest and myself.
Thank you
Well, I took a brief look over them and I'm not entirely sure how to reply on a point by point kind of review. It might be appreciated if you could migrate the list into your OP, but that's my personal pref. One rule I thought I'd comment on was starting the starting HP, and I really only have 3 comments there.
First, the starting HP has a relatively mild penalty to small characters which I'm a little unsure how I feel in regards to. Second, there seems to be a very heavy sort of favor show to how otherwise random Hit points are rolled that I wonder why you bother rolling at all. Have you considered just letting everyone take either the maximum value for their hit die every level, or assigning a higher static number for the hit die than what's presented in the book? Lastly, and this is more a suggestion of an alternate idea for starting hit points: understanding that spike damage is what really ends most low level careers, maybe the best bet is to have 1st level characters start with their 1st and second hit die at start, and just ignore that part of leveling up to 2nd level (or even just auto start everyone at 2nd but with 0 XP so that they still need to earn the standard amount to get to 3rd).
I'll come back and take a look at the other rules as I go, currently on mobile so it makes things awkward to bounce from here to the google doc is all. :)
Thanks, I might just do a static 8 with the con addition.
That rule I was pretty much just pulling from Pathfinder.
Gotcha. And just to keep in mind, from myself and everyone: it's just a thought I had and what works for you is the most important part. The combats I've found the most enjoyable have been tense exchanges with the party vs. multiple weaker adversaries that were able to whittle down their health thanks to flanking, the help action, etc. When the party has so much health that they're not in danger of dropping, that can make things less exciting. To be fair, I generally feel the game is at it's best from 3rd level on, so grain of salt on all o that. :)
I can always balance up for higher health it's a little harder to bring it down for low.
And the intent of the rule is just so players are a bit more adventurous and daring at level 1-3 at which point the extra health really kinda vanishes into the greater pool.
I do really get the feeling of not punishing some classes because they are small in this way.
But small creatures already cannot use heavy weapons.
To your knowledge is there any optional rule I could use to give small creatures some kinda perk for size?