Chained Birds
2012-05-18, 02:38 AM
Referring to Vitality And Wound Points (http://www.d20srd.org/srd/variant/adventuring/vitalityAndWoundPoints.htm) and Wounds And Vigor (http://www.d20pfsrd.com/gamemastering/variant-rules#TOC-Wounds-and-Vigor).
- Assuming that the Party for this game will include: A Wizard, Cleric, Rogue, Fighter, Ranger, and Bard.
- Assuming the party will be adventuring from levels 1-20 with 3-4 encounters per day of actual adventuring.
- Assuming that most Magical items can be found by normal means (Purchasing at Magic Shops, Looting, etc.), and that game breakers (Scrolls of Gate, Wish items, etc.) are almost impossible to find.
1) Has anyone worked with either of these variants before? I ask because one of my friends was interested in at least the PF version, but I have felt a bit uncertain on how the rules would play out over the course of an adventure. What concerns me the most is the balance of the game.
2) Which one seems like the more balanced system? I'm not the best at analysis and find both systems to be interesting, though I don't want my preference to PF dynamics clouding my vision. So I'm asking for your guys' opinions on this matter.
3) Any other suggestions about running a game using any of these Variants? Concerning problem levels for the adventuring group, and stuff like magic causing too many problems in these Variants over the original. If you find other problems, I would like to hear them.
Thanks in advance Playgrounders, and I hope you can help me out.
- Assuming that the Party for this game will include: A Wizard, Cleric, Rogue, Fighter, Ranger, and Bard.
- Assuming the party will be adventuring from levels 1-20 with 3-4 encounters per day of actual adventuring.
- Assuming that most Magical items can be found by normal means (Purchasing at Magic Shops, Looting, etc.), and that game breakers (Scrolls of Gate, Wish items, etc.) are almost impossible to find.
1) Has anyone worked with either of these variants before? I ask because one of my friends was interested in at least the PF version, but I have felt a bit uncertain on how the rules would play out over the course of an adventure. What concerns me the most is the balance of the game.
2) Which one seems like the more balanced system? I'm not the best at analysis and find both systems to be interesting, though I don't want my preference to PF dynamics clouding my vision. So I'm asking for your guys' opinions on this matter.
3) Any other suggestions about running a game using any of these Variants? Concerning problem levels for the adventuring group, and stuff like magic causing too many problems in these Variants over the original. If you find other problems, I would like to hear them.
Thanks in advance Playgrounders, and I hope you can help me out.