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Critique my House Rules
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<blockquote data-quote="DarrenGMiller" data-source="post: 2700739" data-attributes="member: 23174"><p>Thanks. I did not set out to promote the book, but I do like it and plan on using it quite a bit for this game. It has some neat things in it.</p><p></p><p>The Heroic Paths are from the <em>Midnight</em> Campaign Setting from Fantasy Flight Games. You can check out the products <a href="http://www.fantasyflightgames.com/mnproducts.html" target="_blank">here</a>.</p><p></p><p></p><p></p><p>I am still undecided as to my final decision, but I would like the powers to be neat things that they learn about as they are able to do them. The Heroic Paths from <em>Midnight</em> are kind of like feat chains that stack up into some nice abilities. I also am consciously trying to distance this from the players just picking a path like in <em>Midnight</em>, because we have played that setting not too long ago and I want to avoid people having a mindset for that game, since the flavor is quite different from what I am going for.</p><p></p><p></p><p></p><p>All of the PC's are going to be a part of the same alliance of good churches. None of them are interested in playing evil PC's. I want their heroes to stand out as having an advantage. I am going to give the important "bad guys" some immunities and resistances that will make them harder to kill, such as needing a unique weapon or set of circumstances to achieve their permanent death. I suppose that some particularly favored evil NPC's could have these boons as well.</p><p></p><p>Thanks for the suggestions and critiques so far.</p><p></p><p>DM</p></blockquote><p></p>
[QUOTE="DarrenGMiller, post: 2700739, member: 23174"] Thanks. I did not set out to promote the book, but I do like it and plan on using it quite a bit for this game. It has some neat things in it. The Heroic Paths are from the [I]Midnight[/I] Campaign Setting from Fantasy Flight Games. You can check out the products [URL=http://www.fantasyflightgames.com/mnproducts.html]here[/URL]. I am still undecided as to my final decision, but I would like the powers to be neat things that they learn about as they are able to do them. The Heroic Paths from [I]Midnight[/I] are kind of like feat chains that stack up into some nice abilities. I also am consciously trying to distance this from the players just picking a path like in [I]Midnight[/I], because we have played that setting not too long ago and I want to avoid people having a mindset for that game, since the flavor is quite different from what I am going for. All of the PC's are going to be a part of the same alliance of good churches. None of them are interested in playing evil PC's. I want their heroes to stand out as having an advantage. I am going to give the important "bad guys" some immunities and resistances that will make them harder to kill, such as needing a unique weapon or set of circumstances to achieve their permanent death. I suppose that some particularly favored evil NPC's could have these boons as well. Thanks for the suggestions and critiques so far. DM [/QUOTE]
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