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Sep. 27th, 2005 @ 04:08 pm Changing the System and all...
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Date:October 26th, 2005 10:45 pm (UTC)
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The Midnight setting does this. They compensated by including extensive herbalism rules, but later mollified this to make all the complex herballism stuff alot more like potion creation. In terms of balance, players are given 'heroic paths' that gain in power, exacly like major bloodlines, as characters advance. This is supposed to counteract the lack of high-end power, and I've seen that it does, in a long campaign, though characters suffer alot between 1st to 8th level or so, until they come into their own.
It takes away a crutch that players tend to rely upon, seeing as most monsters aern't equipped with the perfect items to t make them work, but players usually are. You'd be surprised at how hard it is for a 15th level fighter to hold his own with only chain mail and a masterwork broadsword. The AC simply doesn't stack up.

Another thing would be to simply increase the amount of xp given per encounter, so the more experienced but less well-equipped players could go toe-to-toe.
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Date:October 27th, 2005 03:38 pm (UTC)

Well, some of the rule mods...

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...I am using help to counteract this somewhat. I mean for one I perused the unearthed arcana, and after serious amounts of modification and adaptation have finally finished a list of number and abilities to help balance this.
For one, a progressive bonus to AC based on class level, and the general defensive focus of the class.
Next, armour grants base damage reduction, varying by type.
An expanded feats list as well as upgrade for many of them, as well as additional equipment as included as standard for dodifying the defensive abilities like complex shield usage, dastana, and parry rules.
Expanding crafting quality rules for weapons of different levels of finery, from cheap to masterpiece, as well as the ability to short-term increase a weapons power through spells.
These are the basic ones I have worked out now.