Interesting. I have a hard time getting invested in a PW that DOESN'T do a decent chunk of changes because the default rules are so broken in so many ways.
I agree with Elhanan, the ultimately broken stuff are very few, the exact list would be a different for me but no point to argue whether is permahaste module breaker or not - it often depends on a module environment/design. Other stuff is just slighly inbalanced but since a roles are established in DnD it can be lived with.
And I can see the point of the Dante2377, sometimes lots of changes, especially crazy ones that doesnt follow the usual DnD mechanic are actually causing peoples to go away. A few changes, especially those that makes something that players know its useless (PDK for example) are good but completely changing every spell is not much so. The Higher Ground is an example of changes like this. Try to visit it, if you havent already. The changes there are extremely complex and with their legendary levelling system its get nearly impossible to build a character in advance. Maybe if you spent a month there but not for a new player. (Note Im not saying this PW is bad or something, in the Action category there probably isnt any better than that now. Opinions differ anyway.)
Going somewhere middle is probably the best way, establish a changes that aren't changing the spell/class nature or change only generally accepted broken stuff like already mentioned Heal/Harm. We can continue in this discussion in the thread about ideas for balance changes.





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