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2

The big issue is you’re talking about changing bard spellcasting. Part of the supposed “tradeoff” of sublime chord is d6 vs. d8, 4+Int skills vs. 6+Int, poor BAB vs. medium BAB, good Ref vs. poor. It would be awkward to write this such that you couldn’t just take one level of sublime chord, and then go back to bard to enjoy the superior chassis. Of course, ...


1

I would agree with such a rule. Of these three changes, first two essentially nerf the bard a bit. The third one is a potential disbalance point, but allowing wide metamagic support to bard spells of 1-3 levels doesn't look like a big deal (what could possibly go wrong even with a persistent spell?) On the other hand, it saves a little bit of bookkeeping. ...


-2

The simple answer is not to worry about the rules. I personally try (as much as possible) to avoid the players ever having to think about things in terms of rules, but in terms of what the character is doing or attpempting. My job as DM is to decide how to resolve that action. I may use a pre-defined rule, but mostly I decide on the spot with a ruling that ...


8

There are two ways to deal with this that I have experience with. Which is better depends on your situation, but both are workable. Ask for a list of houserules. For me personally, I have a really big problem playing in a system where I can't know all of the rules up front. If I'm playing in a game where there are significant house rules, then I'd ask ...


13

Tradition... tradition!1 This is a process that requires a great deal of trust, as you must trust that the DM isn't out to get you. In a more nomothetic2 setup, the arbiter of reality is easily observable and, by virtue of being relatively immutable, is judged to be impartial. However, it was not always this way3. Groups with a more ideographic tradition ...


-5

He may be an awesome GM, but in other people's campaigns and in my own, house rules are written down... often across hundreds of pages with production values rivaling those of commercial rule systems. He should step up and write the stuff down, possibly with player help. As a player you (and your cahoots) can encourage him to do just that.


1

Let The Wizards Make Magic Items Without Spending All Their Feats Seriously. Just houserule it. No more magic item creation feats. Casters want to spend a bunch of XP and be shitty at casting due to being lower level? Why not? Wizards sitting in towers making magic items while the fighter goes and trains a militia or the bard learns useful information ...


13

In addition to Doug’s suggestions, I have some more: Unearthed Arcana flaws The option of taking Flaws is presented in Unearthed Arcana. For each flaw a character has (up to two), the character gains an additional feat. In general, this is a great trade every time; you can easily take flaws that do not impact your character much, or match behaviors you ...


1

The creator of an item need not have or obtain all of the feats and materials required to make the item alone. If I were you, I would apply that same logic to crafting a construct. Simply have the player in question hire an NPC to assist him in the Golem creation process who has the Create Magical Arms and Armor feat. Both the PC and NPC should have the ...


9

There are five possible avenues you can take. 1: Switch to Pathfinder's advancement table. The Pathfinder character advancement rules give you feats more often. Specifically, once every odd level, not once at 1st and then every 3 levels. This gives everyone more feats, and allows more flexibility. 2: Devise rules for feat-granting magic items. In the ...


8

Combine approaches and extras to create different narrative justifications for powered and unpowered actions. Because of the limitations of approaches this probably won't be really viable for a long-form campaign story lasting months-worth of sessions. Still, if you're going to be playing shorter games (a month per campaign, tops) this is an elegant option. ...


4

There are more detailed ways to do it, but off the top of my head; An Extra ("Alternate Form") with the prerequisite, "Must have 'Magical Girl' as an aspect". This Extra allows access to additional Skills and Stunts as per the character's concept; these can be restricted to the Alternate Form only if you desire. Skills: I'd make each power a skill. IE, ...


1

I posted this as an answer to another question on how to reduce the munchkin-factor in gaming (the power-gamer who maximizes every stat over role-playing finesse), but I think it goes equally well here. System-agnostic, try a few of these things and see if your game doesn't get a little more focused on role-playing over rule-lawyering. (Begin Answer From ...



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