It's so great it doesn't even need play testing!
It's so great it doesn't even need play testing!
I know, right? Why bother troubling that multi million dollar corporation I got hanging out in my back forty that i NORMALLY go to when I want to suggest changes to a table top roleplaying game I don't own.
I know, right? Why bother troubling that multi million dollar corporation I got hanging out in my back forty that i NORMALLY go to when I want to suggest changes to a table top roleplaying game I don't own.
*facepalm*
Incidentally, check out this new mini I found.
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You don't need to provide us with play testing from that multi-million dollar corporation in your backyard; just your group's experiences will do. Perhaps you can explain to us what your group's initial reactions were? How did their impressions change over the course of the campaign? What were the unintended consequences of this rule change? Did you see an increase in usage of scrolls and wands? Did you see an increase in the "15-minute adventuring day?" Etc.
It would also be a good idea to detail for us your group's general composition. Perhaps your player's skill levels with optimization, strategic and tactical considerations? Was the game played as a sandbox or a more structured linear campaign? You know, give us some details so that we can determine whether or not this solution may be "the best ever."
As a development team member for a roleplaying game system, I can say that giving a rules change some basic playtesting does not require much money at all. Certainly not multiples of millions of dollars, though it'd definitely be nice if we had that.
Good day to you, sir, and may you have fun with your best solution ever.
This one.
See what Brian Clevinger has to say about it if you lack the time to read through a +160 page PDF.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.