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General Tabletop Discussion
*Dungeons & Dragons
As a Player, what would be your Ideal Campaign?
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<blockquote data-quote="Paraxis" data-source="post: 6537228" data-attributes="member: 13009"><p> <ul> <li data-xf-list-type="ul">Setting: not all that important I have favorites so ideal would be Eberron, least enjoyable a homebrew setting where the DM expects the players to read an encyclopedia on his setting.</li> <li data-xf-list-type="ul">Theme or tone: ideal is heroic gritty think Die Hard the heroes win but get the living heck kicked out of them along the way.</li> <li data-xf-list-type="ul">Options: nothing has to be there, but I would want feats I like the extra layer of customization/optimization.</li> <li data-xf-list-type="ul">Removed: I dislike flanking from the DMG, makes getting advantage way too easy and no thought goes into it. </li> <li data-xf-list-type="ul">House rules that have to be used: none</li> <li data-xf-list-type="ul">Refuse to play using: I greatly dislike fumbles but will grudgingly go along and play a halfling most likely, other than that as long as there is thought and I can see the reasoning behind the house rules besides "just cause" I can get along with most of them. There shouldn't be a tome all on it's own of house rules though.</li> </ul><p></p><p>All together, I would like to play a mostly buy the book using very few house rules Eberron campaign maybe something with an airship crew so we could go all over the world getting to see a diverse amount of stuff.</p><p></p><p>EDIT: wanted to add one rule I would probably not play if the DM was using, rolled ability scores in order. I enjoy building a character and this doesn't normally let one do that, point buy, array, even roll and assign are acceptable but if I have character concept in mind I don't want the dice telling me to play something else.</p></blockquote><p></p>
[QUOTE="Paraxis, post: 6537228, member: 13009"] [LIST] [*]Setting: not all that important I have favorites so ideal would be Eberron, least enjoyable a homebrew setting where the DM expects the players to read an encyclopedia on his setting. [*]Theme or tone: ideal is heroic gritty think Die Hard the heroes win but get the living heck kicked out of them along the way. [*]Options: nothing has to be there, but I would want feats I like the extra layer of customization/optimization. [*]Removed: I dislike flanking from the DMG, makes getting advantage way too easy and no thought goes into it. [*]House rules that have to be used: none [*]Refuse to play using: I greatly dislike fumbles but will grudgingly go along and play a halfling most likely, other than that as long as there is thought and I can see the reasoning behind the house rules besides "just cause" I can get along with most of them. There shouldn't be a tome all on it's own of house rules though. [/LIST] All together, I would like to play a mostly buy the book using very few house rules Eberron campaign maybe something with an airship crew so we could go all over the world getting to see a diverse amount of stuff. EDIT: wanted to add one rule I would probably not play if the DM was using, rolled ability scores in order. I enjoy building a character and this doesn't normally let one do that, point buy, array, even roll and assign are acceptable but if I have character concept in mind I don't want the dice telling me to play something else. [/QUOTE]
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As a Player, what would be your Ideal Campaign?
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