04-29-2014, 02:23 AM | #20 |
Join Date: Nov 2011
Location: South Dakota, USA
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Re: Two long standing house rules.
Just to be clear... I actually have some suggestions, but I want to make sure they are needed before making them; less temptation for the GM to assume they are this way.
Without any such feedback, my ideas might be completely unnecessary. I will also acknowledge that the few changes to 4e Magic might neuter some as well. ^^' A lot of this still seems like unreasonable expectations, possibly on both the GM and players. I get that (as was pointed out earlier) the GM probably doesn't want to have to start combat too far away, especially if maps are involved... but if I take everything Nereidalbel has suggested as explanations for why the Mage is too weak... its the player designing/running his made poorly and/or the GM/other players being jerks. Not everyone needs to face off against the same types or numbers of opponents, and even in a combat heavy game there should be plenty of foes that the mage is the best (perhaps only one) qualified to face. Anyway, the phantom suggestions to which I keep alluding:
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Tags |
house rules, magery, magic, wild talent |
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