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<blockquote data-quote="Herzog" data-source="post: 3039178" data-attributes="member: 25696"><p>I read your post and like the general idea.</p><p></p><p>I am guessing the general idea is to be able to handle a rather large group of potential players (10+, maybe even 20) who will be attending in groups of 4 to 6 at a given session.</p><p>Furthermore, you want the campaign-world to undergo consistent changes caused in part by the actions of the players, and don't want players who can't make it for extended periods to fall to far behind.</p><p></p><p>Aside from that, you introduce various house-rules that I assume you introduce to reduce the work you have as a DM and speed up combat.</p><p>However, I don't see those rules working very well.</p><p></p><p>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.</p><p>(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')</p><p></p><p>on the subject of 'expanded' characters:</p><p>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.</p><p>A different approach could be to let each player create one or two characters before the start of the campaign. They may select classes, feats etc. from any sourcebook you have approved. (I suggest only approving books you have access to yourself...)</p><p>Then, compile a list of all 'items' taken from those books.</p><p>Characters may now freely use these 'items'.</p><p>Whenever a player wants to use something not yet on that list, the normal procedure of DM approval takes place.</p><p></p><p>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)</p><p></p><p>About the setting:</p><p>Dungeoncrawls are not the best of locations for roleplay based gaming in my experience.</p><p>I suggest designing a large city instead, having ample oppertunity to contain thief guilds, competing merchant houses, and royal families with age-long feuds that resort to the hiring of mercenary adventurers to make life a bit harder for their counterparts.</p><p></p><p>Hope this helps,</p><p>Herzog</p></blockquote><p></p>
[QUOTE="Herzog, post: 3039178, member: 25696"] I read your post and like the general idea. I am guessing the general idea is to be able to handle a rather large group of potential players (10+, maybe even 20) who will be attending in groups of 4 to 6 at a given session. Furthermore, you want the campaign-world to undergo consistent changes caused in part by the actions of the players, and don't want players who can't make it for extended periods to fall to far behind. Aside from that, you introduce various house-rules that I assume you introduce to reduce the work you have as a DM and speed up combat. However, I don't see those rules working very well. 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') 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. A different approach could be to let each player create one or two characters before the start of the campaign. They may select classes, feats etc. from any sourcebook you have approved. (I suggest only approving books you have access to yourself...) Then, compile a list of all 'items' taken from those books. Characters may now freely use these 'items'. Whenever a player wants to use something not yet on that list, the normal procedure of DM approval takes place. 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) About the setting: Dungeoncrawls are not the best of locations for roleplay based gaming in my experience. I suggest designing a large city instead, having ample oppertunity to contain thief guilds, competing merchant houses, and royal families with age-long feuds that resort to the hiring of mercenary adventurers to make life a bit harder for their counterparts. Hope this helps, Herzog [/QUOTE]
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