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<blockquote data-quote="Dualazi" data-source="post: 7033192" data-attributes="member: 6855537"><p>Chase rules are there, but it's pretty bare-bones and doesn't work that great. Due to most monsters having huge con scores, they're very hard to wind, and losing them outside of that is all stealth checks, of which only a small number of players seriously invest. If you have a strength based fighter in plate it's basically off the table entirely unless you don't mind sacrificing him.</p><p></p><p>Honor is there, but it doesn't actually do anything. It has some of the vaguest rules printed, and really is just a social stat/skill hybrid that doesn't need investment to affect.</p><p></p><p>Sanity is just the fear/horror rules keying off this new stat instead of that old one, which is sort of nice since it means people don't have to pump stats they don't want, but all the madness rules really amount to are varying degrees of self crowd control.</p><p></p><p>Flanking/facing are just easier sources of advantage for everyone. It really just increases the lethality of the game for both sides, it's not really changing how the game itself is played.</p><p></p><p>Most of these options are fine for a quick and dirty one-off campaign, but for anything more substantial they simply lack the depth necessary to be called modules, in my opinion.</p><p></p><p>Magic items are also not a module. They're present in virtually every adventure path and allowed in AL play, effectively meaning they're a core part of the game. The fact that the game runs just fine without them is a good choice, but I would be stunned to find the majority of tables didn't assume their presence and make use of them.</p></blockquote><p></p>
[QUOTE="Dualazi, post: 7033192, member: 6855537"] Chase rules are there, but it's pretty bare-bones and doesn't work that great. Due to most monsters having huge con scores, they're very hard to wind, and losing them outside of that is all stealth checks, of which only a small number of players seriously invest. If you have a strength based fighter in plate it's basically off the table entirely unless you don't mind sacrificing him. Honor is there, but it doesn't actually do anything. It has some of the vaguest rules printed, and really is just a social stat/skill hybrid that doesn't need investment to affect. Sanity is just the fear/horror rules keying off this new stat instead of that old one, which is sort of nice since it means people don't have to pump stats they don't want, but all the madness rules really amount to are varying degrees of self crowd control. Flanking/facing are just easier sources of advantage for everyone. It really just increases the lethality of the game for both sides, it's not really changing how the game itself is played. Most of these options are fine for a quick and dirty one-off campaign, but for anything more substantial they simply lack the depth necessary to be called modules, in my opinion. Magic items are also not a module. They're present in virtually every adventure path and allowed in AL play, effectively meaning they're a core part of the game. The fact that the game runs just fine without them is a good choice, but I would be stunned to find the majority of tables didn't assume their presence and make use of them. [/QUOTE]
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