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Using D&D for fantasy horror
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<blockquote data-quote="Desdichado" data-source="post: 4823451" data-attributes="member: 2205"><p>Well, it seems we're splitting hairs here. One incredibly incomplex adjustment vs. another. It doesn't really matter. The point is, I have other reasons for doing so (I like the much, much flatter growth curve. I mean really flat.) for it's own sake. And the solution isn't complex at all. </p><p></p><p>Pretty much it does save me from that, actually, yeah. You can't bring to bear too many feats in any given situation anyway, so the growth tapers off to a flatline, for all intents and purposes, at probably a more or less 5th level effectiveness or so.</p><p></p><p>How are they not native? If they're designed specifically to mesh with the d20 system and use the same mechanical underpinnings, they're native. They're just not core, because those rules aren't in the core books. Native doesn't have anything to do with, "is a different play paradigm" and has everything to do with mechanical commonality, the way I see it.</p></blockquote><p></p>
[QUOTE="Desdichado, post: 4823451, member: 2205"] Well, it seems we're splitting hairs here. One incredibly incomplex adjustment vs. another. It doesn't really matter. The point is, I have other reasons for doing so (I like the much, much flatter growth curve. I mean really flat.) for it's own sake. And the solution isn't complex at all. Pretty much it does save me from that, actually, yeah. You can't bring to bear too many feats in any given situation anyway, so the growth tapers off to a flatline, for all intents and purposes, at probably a more or less 5th level effectiveness or so. How are they not native? If they're designed specifically to mesh with the d20 system and use the same mechanical underpinnings, they're native. They're just not core, because those rules aren't in the core books. Native doesn't have anything to do with, "is a different play paradigm" and has everything to do with mechanical commonality, the way I see it. [/QUOTE]
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