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General Tabletop Discussion
*Dungeons & Dragons
A Dark High Fantasy RPG
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<blockquote data-quote="GMMichael" data-source="post: 6268128" data-attributes="member: 6685730"><p>Great name! You kinda lost me when the comparisons to Forry came out, but I'd love to hear about the "dark high fantasy" campaign setting.</p><p></p><p></p><p>I love initiative discussions.</p><p>- How does simultaneous initiative promote ranged attacks?</p><p>- Surprise should be important! Which it isn't - when each combatant has 50+ hit points...</p><p>- Don't let your PCs discuss a battle strategy once combat starts. There's no reason why the enemies should sit and wait for that - and it forces PCs to do some roleplaying-discussion prior to getting into fights.</p><p>- No tracking initiative: good! I'm curious to know if the number of disputed-sequence-actions (that require initiative checks) will eventually outweigh the hassle of checking initiative once at the start of combat.</p><p></p><p></p><p>This game is about player creativity, right? Let the PC explain how he failed to cause damage.</p><p></p><p></p><p></p><p>You'll help players be creative by asking them to describe their characters -before- applying rules to their characters.</p><p></p><p></p><p>Or...consolidating everything into 3 actions per round?</p><p></p><p></p><p>Looks like adding archetypes just complicates character design. Is that your intention?</p><p></p><p></p><p>You can accomplish this by preventing feats from granting bonuses to skills, attacks, saving throws, and AC.</p><p></p><p>Check this game out, it might give you some inspiration or validation:</p><p><a href="http://www.enworld.org/forum/showthread.php?350867-Modos-RPG-Playtest-1-the-One-True-System" target="_blank">http://www.enworld.org/forum/showthread.php?350867-Modos-RPG-Playtest-1-the-One-True-System</a></p></blockquote><p></p>
[QUOTE="GMMichael, post: 6268128, member: 6685730"] Great name! You kinda lost me when the comparisons to Forry came out, but I'd love to hear about the "dark high fantasy" campaign setting. I love initiative discussions. - How does simultaneous initiative promote ranged attacks? - Surprise should be important! Which it isn't - when each combatant has 50+ hit points... - Don't let your PCs discuss a battle strategy once combat starts. There's no reason why the enemies should sit and wait for that - and it forces PCs to do some roleplaying-discussion prior to getting into fights. - No tracking initiative: good! I'm curious to know if the number of disputed-sequence-actions (that require initiative checks) will eventually outweigh the hassle of checking initiative once at the start of combat. This game is about player creativity, right? Let the PC explain how he failed to cause damage. You'll help players be creative by asking them to describe their characters -before- applying rules to their characters. [COLOR=DarkOrange][/COLOR] Or...consolidating everything into 3 actions per round? Looks like adding archetypes just complicates character design. Is that your intention? [COLOR=DarkOrange][/COLOR] You can accomplish this by preventing feats from granting bonuses to skills, attacks, saving throws, and AC. Check this game out, it might give you some inspiration or validation: [URL]http://www.enworld.org/forum/showthread.php?350867-Modos-RPG-Playtest-1-the-One-True-System[/URL] [/QUOTE]
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