airwalkrr
Adventurer
Herzog said:Let's start with the average-damage-rule. This would reduce the number of dice rolls, but only to a minimal degree. I suggest you either apply this rule to all die-rolls or not at all.
(to allow for critical hits and misses, you might rule that on a d20 roll, a 1 is a critical miss, a 20 a potential critical hit, and all other results are considered '10')
Ooo.

Herzog said:on the subject of 'expanded' characters:
I am assuming you introduced this rule to minimize the number of rules taken from non-core books. However, if you have a potential group of 20 players, and each uses rules from different sources, you still have a lot of work.
In a sense, yes. But I'm more concerned about what the individual player has access to as opposed to the group as a whole. I own all the WotC books and I am at least passingly familiar with most of them, especially the more popular options like radiant servant of pelor, exotic weapon master, and marshal (at least they seem popular to me).
Herzog said:As for mini-campains: Whenever a small selection of players is available more often, you can always split off that group from the main campaign. They will then no longer be available in the main campaign during the time they play the mini campaign, but I don't think they will see that as a problem (I don't know many players that have time to play 2 or 3 sessions a week, or find it a problem to skip one of the sessions if another campaign happens to have a session in the same week)
Good idea. I'll have to think about that.
ironregime said:Your description makes me think of EGG's original D&D campaigns, or what I've read of them anyway.
That is kind of what I am shooting for. I don't have the chutzpa to assume I can recreate what seems to be the halcyon days, but there are a large number of players who are my friends around me locally and I don't usually get to see a lot of them but a few times a year. This would provide the perfect excuse for more regular contact, which I would enjoy.