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<blockquote data-quote="Ilbranteloth" data-source="post: 7000708" data-attributes="member: 6778044"><p>Sounds like me. I habitually rewrite each edition's rules to tweak out things I don't like and fit my campaign better.</p><p></p><p>1) No monks right now (or druids, warlocks or barbarians for that matter right now, just NPCs). No dragonborn or tieflings either.</p><p>2) I'm very derivative, so you wouldn't like my Realms...it's what I like.</p><p>3) Mine are pretty simple, because they work off of my injury rules. That is traps and falling cause injuries (which take at least 3 days, usually longer, often much longer to heal. Uses the exhaustion track.). Happy to share as well if anybody is interested.</p><p>4) Agrees, I have padded jacks, brigandine jacks, mail, scale mail, etc. Longsword is actually a proper sword that is longer than a bastard sword, which is longer than an arming sword. That is, an arming sword has a one-handed hilt and is longer than a short sword, a bastard sword has a longer hilt primarily for balance, but could be used two-handed (usually called hand-and-a-half because of the length of the hilt), and long swords have a full two-handed hilt, but could be used one or two handed, unlike the zweihander.</p><p>5) I don't use initiative, so generally speaking, if you're in melee and attempt to step back you're usually followed. Attempting to fire an arrow whenever somebody is within closing distance (30 feet for me) is not a great idea, unless your shot happens to kill.</p><p>6) Yes.</p><p></p><p>Most of my rules start with a pet peeve about either the world, or a scene that I'd like to model but can't under the current rules. Starting with "I am not left-handed." Others are modifications to the healing magic to eliminate the meaningless scenes where somebody is too injured to help, but for some reason you can't just cast a healing spell on them. This also applies to poison and disease. My crafting and learning spells rules take a long time, because I think they should. I'm designing and running game to model a world, not add more cool benefits and abilities for characters.</p><p></p><p>Oh, teleportation or flashy abilities that theoretically don't cause a problem with the game. The teleport 30 feet thing seems to be a favorite of the designers right now. Sure, it's not any more powerful than moving 30 feet, but I don't like the idea that x% of the population now teleports, or flies 10 feet when they cast a spell, or whatever. Same thing with the disappearing weapons. If you have a magic item or a spell, fine, but just an innate ability that every fighter or warlock of the correct class has? Completely changes the world in ways that I don't like.</p><p></p><p>The other big difference is the rate of advancement. According to the Adventuring Day on pg 84 in the DMG, they go from 1st to 2nd level in a day, 2nd to 3rd the next day, two more days to reach 4th level, by the end of the month, you're 17th level. By day 35 you're 20th level. Even playing the APs you're expected to gain around 15 levels in what takes a matter of weeks, maybe a couple of months of in-world time.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7000708, member: 6778044"] Sounds like me. I habitually rewrite each edition's rules to tweak out things I don't like and fit my campaign better. 1) No monks right now (or druids, warlocks or barbarians for that matter right now, just NPCs). No dragonborn or tieflings either. 2) I'm very derivative, so you wouldn't like my Realms...it's what I like. 3) Mine are pretty simple, because they work off of my injury rules. That is traps and falling cause injuries (which take at least 3 days, usually longer, often much longer to heal. Uses the exhaustion track.). Happy to share as well if anybody is interested. 4) Agrees, I have padded jacks, brigandine jacks, mail, scale mail, etc. Longsword is actually a proper sword that is longer than a bastard sword, which is longer than an arming sword. That is, an arming sword has a one-handed hilt and is longer than a short sword, a bastard sword has a longer hilt primarily for balance, but could be used two-handed (usually called hand-and-a-half because of the length of the hilt), and long swords have a full two-handed hilt, but could be used one or two handed, unlike the zweihander. 5) I don't use initiative, so generally speaking, if you're in melee and attempt to step back you're usually followed. Attempting to fire an arrow whenever somebody is within closing distance (30 feet for me) is not a great idea, unless your shot happens to kill. 6) Yes. Most of my rules start with a pet peeve about either the world, or a scene that I'd like to model but can't under the current rules. Starting with "I am not left-handed." Others are modifications to the healing magic to eliminate the meaningless scenes where somebody is too injured to help, but for some reason you can't just cast a healing spell on them. This also applies to poison and disease. My crafting and learning spells rules take a long time, because I think they should. I'm designing and running game to model a world, not add more cool benefits and abilities for characters. Oh, teleportation or flashy abilities that theoretically don't cause a problem with the game. The teleport 30 feet thing seems to be a favorite of the designers right now. Sure, it's not any more powerful than moving 30 feet, but I don't like the idea that x% of the population now teleports, or flies 10 feet when they cast a spell, or whatever. Same thing with the disappearing weapons. If you have a magic item or a spell, fine, but just an innate ability that every fighter or warlock of the correct class has? Completely changes the world in ways that I don't like. The other big difference is the rate of advancement. According to the Adventuring Day on pg 84 in the DMG, they go from 1st to 2nd level in a day, 2nd to 3rd the next day, two more days to reach 4th level, by the end of the month, you're 17th level. By day 35 you're 20th level. Even playing the APs you're expected to gain around 15 levels in what takes a matter of weeks, maybe a couple of months of in-world time. [/QUOTE]
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