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<blockquote data-quote="AwesomeOpossum74" data-source="post: 6684017" data-attributes="member: 6701142"><p>I've been playing as a PC with some friends for about 3 months now, and it's been great fun! I'm now working on DMing some games with my family, all of which are new.</p><p></p><p>1. With my family, books are open all the time, searching for the "what to do's" for different situations (them, and myself). Not a huge issue. But I'd like to know if there are some quick reference sheets for the game rules, such as step-by-teps how to handle combat rolls, with bonuses, etc. Just the real basic stuff that the players and I can reference during game play. Don't need charts. If there's nothing already available, I can write something up, but why duplicate efforts if I don't have to?</p><p></p><p>2. What do you think about critical misses, and consequences? I've done a little research, and read different opinions. I think I'm homing in on using a confirmation roll of 1, then rolling for random consequences. That would introduce a 1/400 chance of accidents. Seems like it would add a little realism, suspense and comedy to the game.</p><p></p><p>3. What do you think about non-combat movement rates within a dungeon? In games where I PC, people just say, I go over here ... across the map, while others potentially remain in a different area. To me, this seems like there is a large time gap when large movement are made in one turn. When I DM, I've implemented players moving at their base rate for each turn, which I think adds realism, and gives players more opportunities to explore and try things.</p><p></p><p>Thanks.</p></blockquote><p></p>
[QUOTE="AwesomeOpossum74, post: 6684017, member: 6701142"] I've been playing as a PC with some friends for about 3 months now, and it's been great fun! I'm now working on DMing some games with my family, all of which are new. 1. With my family, books are open all the time, searching for the "what to do's" for different situations (them, and myself). Not a huge issue. But I'd like to know if there are some quick reference sheets for the game rules, such as step-by-teps how to handle combat rolls, with bonuses, etc. Just the real basic stuff that the players and I can reference during game play. Don't need charts. If there's nothing already available, I can write something up, but why duplicate efforts if I don't have to? 2. What do you think about critical misses, and consequences? I've done a little research, and read different opinions. I think I'm homing in on using a confirmation roll of 1, then rolling for random consequences. That would introduce a 1/400 chance of accidents. Seems like it would add a little realism, suspense and comedy to the game. 3. What do you think about non-combat movement rates within a dungeon? In games where I PC, people just say, I go over here ... across the map, while others potentially remain in a different area. To me, this seems like there is a large time gap when large movement are made in one turn. When I DM, I've implemented players moving at their base rate for each turn, which I think adds realism, and gives players more opportunities to explore and try things. Thanks. [/QUOTE]
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