Pathfinder House Rules: Magical Light and Magical Darkness

Pathfinder’s rules for magical light and darkness are a bit of a tangled mess. I realised this the other day (in session #69 of my Shattered Star campaign) when a hydradaemon cast deeper darkness and the party’s cleric cast daylight in response.

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House Rules: Why Can’t I Fight Recklessly?

Something’s always bothered me. In Pathfinder, you can fight defensively and you can take the total defence action. Both options are jolly useful to the tactically astute player, but why can’t I fight recklessly?

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Pathfinder Advice: Why I Hate At-Will 0-Level Spells and How I Fixed Them

I hate at-will 0-level spells with the blazing passion of a thousand fiery suns.

By William McAusland (Outland Arts)
By William McAusland (Outland Arts)

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House Rules Musing: Mega Super Accurate Fireballs

I don’t know about you, but it always seems a little bit odd that spells such as fireball detonate in the precise spot the caster desires. Sometimes, I’ve even seen players move the detonation point when they discover they’ve accidentally caught a friend in the area of affect! Surely spellcasters shouldn’t have that level of precision?

By William McAusland (Outland Arts)
By William McAusland (Outland Arts)

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GM Advice: Excellent House Rules For Your Campaign

That’s not how it works!” “Yes it is.” “No it isn’t.” Every campaign and game needs house rules. Beyond mere mechanical tweaks they often handle crucial aspects of the session. Having a list of house rules minimises disagreements and maximises fun.

By William McAusland (Outland Arts)
By William McAusland (Outland Arts)

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