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[Age of Worms] Rules/Options in Play
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<blockquote data-quote="chaotix42" data-source="post: 3029036" data-attributes="member: 40530"><p>My group is running with pretty much every WotC 3.5 book available for use, as well as 3rd party books such as Hyperconscious, and tons of monster books such as Book of Fiends, Advanced Bestiary, Book of Templates, and many others. Dragon & Dungeon magazine are heavily integrated into my games. Chosen material has to be approved before it as allowed in-game, but I can be rather flexible.</p><p></p><p>Beyond material allowed, the game is gestalt and uses the bonus feat every level alternate rule, instead of once at 1st & every 3rd. The characters have lots of power, but we play in Eberron where the release of a god (Kyuss) is epic Prophecy in motion, and the characters are akin to Prophecy incarnate moving in opposition of tremendous evil. They're a bit like superheros to Eberron's normal populace, and Kyuss & his agents are the super villains. </p><p></p><p></p><p></p><p>On the contrary, my group loves to utility of the spell, and the healer//paladin of freedom in my game has saved the knight//fighter from too many close calls to count. Do you dislike immediate actions in general? I've never had much of a problem adjusting my descriptions to fit them in. "As the knight falls, a glare from the healer channels waves of positive energy into her, propping the valiant heroine up even as she tumbles beneath her foe's attacks. White energy limns her, steadying her knees and filling her lungs with a soothing second wind."</p><p></p><p>I'm sure you have no trouble with dramatic narration, so does it kill the suspense or something? Make combat less tense, or keep you from bumping off a weak character because the cleric nearby can pump out an immediate healing spell? I can see how it would throw a wrench in a few plans...</p></blockquote><p></p>
[QUOTE="chaotix42, post: 3029036, member: 40530"] My group is running with pretty much every WotC 3.5 book available for use, as well as 3rd party books such as Hyperconscious, and tons of monster books such as Book of Fiends, Advanced Bestiary, Book of Templates, and many others. Dragon & Dungeon magazine are heavily integrated into my games. Chosen material has to be approved before it as allowed in-game, but I can be rather flexible. Beyond material allowed, the game is gestalt and uses the bonus feat every level alternate rule, instead of once at 1st & every 3rd. The characters have lots of power, but we play in Eberron where the release of a god (Kyuss) is epic Prophecy in motion, and the characters are akin to Prophecy incarnate moving in opposition of tremendous evil. They're a bit like superheros to Eberron's normal populace, and Kyuss & his agents are the super villains. On the contrary, my group loves to utility of the spell, and the healer//paladin of freedom in my game has saved the knight//fighter from too many close calls to count. Do you dislike immediate actions in general? I've never had much of a problem adjusting my descriptions to fit them in. "As the knight falls, a glare from the healer channels waves of positive energy into her, propping the valiant heroine up even as she tumbles beneath her foe's attacks. White energy limns her, steadying her knees and filling her lungs with a soothing second wind." I'm sure you have no trouble with dramatic narration, so does it kill the suspense or something? Make combat less tense, or keep you from bumping off a weak character because the cleric nearby can pump out an immediate healing spell? I can see how it would throw a wrench in a few plans... [/QUOTE]
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