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A few rules for an open campaign
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<blockquote data-quote="clearstream" data-source="post: 7805518" data-attributes="member: 71699"><p>Yes, I'm everlastingly grateful to you and others who brought that to my attention!</p><p></p><p></p><p>I feel like a good starting point is the extant game with a project of amelioration rather than addition. For example, Dual Wielding is not available as a viable strategy to some classes that could be obvious beneficiaries of it, and Mearls himself has commented that dropping the bonus action requirement could make sense. I think changing it the way I have opens up more options for players, at a minimal cost. All through this has been my approach. Monk Refocus is one of the few frankly additional rules I've created. The whole section on sight came out of extensive testing and is the easiest to play and most consistent RAI I have so far found, making I think the burden of those rules lighter, not heavier.</p><p></p><p>At the same time, I want the rules to be usable in the world, as part of consistent world building. Often I am reading forensically, such as where I stipulate the rough amount of time for a soul to depart the plane. This comes out of the Revivify spell but is chosen for its useful ramifications for metaphysical consistency. I didn't feel right to me to warp the world around CEx/SS so I tweaked SS with <em>one word</em> that balances that fighting against the main other styles.</p><p></p><p>The rules presented are survivors, after iterations of play, analysis, debate and revision, from far more that have been tried!</p></blockquote><p></p>
[QUOTE="clearstream, post: 7805518, member: 71699"] Yes, I'm everlastingly grateful to you and others who brought that to my attention! I feel like a good starting point is the extant game with a project of amelioration rather than addition. For example, Dual Wielding is not available as a viable strategy to some classes that could be obvious beneficiaries of it, and Mearls himself has commented that dropping the bonus action requirement could make sense. I think changing it the way I have opens up more options for players, at a minimal cost. All through this has been my approach. Monk Refocus is one of the few frankly additional rules I've created. The whole section on sight came out of extensive testing and is the easiest to play and most consistent RAI I have so far found, making I think the burden of those rules lighter, not heavier. At the same time, I want the rules to be usable in the world, as part of consistent world building. Often I am reading forensically, such as where I stipulate the rough amount of time for a soul to depart the plane. This comes out of the Revivify spell but is chosen for its useful ramifications for metaphysical consistency. I didn't feel right to me to warp the world around CEx/SS so I tweaked SS with [I]one word[/I] that balances that fighting against the main other styles. The rules presented are survivors, after iterations of play, analysis, debate and revision, from far more that have been tried! [/QUOTE]
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