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<blockquote data-quote="Bloodweaver1" data-source="post: 3249507" data-attributes="member: 31459"><p>- the secret character sheets option, that was voted for in the beginning</p><p>----- This does not bother me as much as if my character was a spell caster. I could see how not being able to regularly adjust your spell list could be bothersome. </p><p></p><p>- the (restricted) Gestalt option, that was voted for in the beginning</p><p>----- Like others this is my first time with the Gestalt system and I am having a blast. Well done!</p><p></p><p>- the seperate threads for combat declarations, campaign information, etc</p><p>----- Nothing short of Outstanding. </p><p></p><p>- the house rule about wound levels (no precise hps given) and the fatigued/exhausted conditions with severe/critical wounds (does this help in making the characters feel more 'alive'?)</p><p>----- It does. I highly enjoy it and it is a nice change of pace to the normal hp vs damage staple. </p><p></p><p>- how the game is going in general</p><p>----- Very well. I have no complaints and I too enjoy partaking in a long lasting, stable game. </p><p></p><p>- how combats in the game are going</p><p>----- Again nothing short of Outstanding. The map and the seperate COMBAT thread are very helpful in keeping everything organized, simple, and clean. </p><p></p><p>- do you have a good idea of the surroundings and (slowly) unfolding story</p><p>----- I too like the short 'mission' esk feel of the game. However, this only works due to the fact that you have done a great job in laying out a well over arching campaign that binds everything together.</p><p></p><p>- anything else that comes to mind</p><p>----- Actually now that you mentioned it. In the Savage Species Handbook, there is magical item called "Necklace of Natural Weapons" and was wondering if would be possible for Aylor to obtain one. In summary it gives natural attack(s) the ability to be enchanted the same way weapons can (via the Necklace). It does cost a bit more to be enchanted than a standard weapon (+600gp) and it follows the normal weapon enchanting rules (+1 2600, +2 8600, etc). Let me know if you need the specifics.</p><p></p><p>-Blood</p></blockquote><p></p>
[QUOTE="Bloodweaver1, post: 3249507, member: 31459"] - the secret character sheets option, that was voted for in the beginning ----- This does not bother me as much as if my character was a spell caster. I could see how not being able to regularly adjust your spell list could be bothersome. - the (restricted) Gestalt option, that was voted for in the beginning ----- Like others this is my first time with the Gestalt system and I am having a blast. Well done! - the seperate threads for combat declarations, campaign information, etc ----- Nothing short of Outstanding. - the house rule about wound levels (no precise hps given) and the fatigued/exhausted conditions with severe/critical wounds (does this help in making the characters feel more 'alive'?) ----- It does. I highly enjoy it and it is a nice change of pace to the normal hp vs damage staple. - how the game is going in general ----- Very well. I have no complaints and I too enjoy partaking in a long lasting, stable game. - how combats in the game are going ----- Again nothing short of Outstanding. The map and the seperate COMBAT thread are very helpful in keeping everything organized, simple, and clean. - do you have a good idea of the surroundings and (slowly) unfolding story ----- I too like the short 'mission' esk feel of the game. However, this only works due to the fact that you have done a great job in laying out a well over arching campaign that binds everything together. - anything else that comes to mind ----- Actually now that you mentioned it. In the Savage Species Handbook, there is magical item called "Necklace of Natural Weapons" and was wondering if would be possible for Aylor to obtain one. In summary it gives natural attack(s) the ability to be enchanted the same way weapons can (via the Necklace). It does cost a bit more to be enchanted than a standard weapon (+600gp) and it follows the normal weapon enchanting rules (+1 2600, +2 8600, etc). Let me know if you need the specifics. -Blood [/QUOTE]
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