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#4 |
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Join Date: Oct 2015
Location: New England
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Of the house rules discussed in that article, I use a few: doing more damage with a weapon if ST is greater than that required, the missile range rule of thumb, a academic talents costing list price for wizards (actually, I'm even more liberal; I let all characters learn all spells and talents at the same cost).
A Physicker healing per hit is too cinematic for my taste, though if it took five minutes per point healed, that might make it more palatable. I like the idea that weapons do a minimum of 1 damage, even if they are listed as subtracting an amount from the die result. I'll probably adopt this. I'd might be happy with Shield Expertise offering side protection to only the shield-arm side, but I'm not convinced it is a good idea yet. The RAW thrown weapon and spell penalty seems fine to me, especially considering Thrown Weapons talent for those who want to shine in this area. I like a Thrown Spell talent that offsets the range penalty by 1 for each level of the talent (max 3), but never giving a bonus. I have sometimes only allowed this to be spell specific. |
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