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Barbarian Rage and Unconscious
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<blockquote data-quote="Traveon Wyvernspur" data-source="post: 6131829" data-attributes="member: 73201"><p>There are so many rules to look up that sometimes it does get frustrating when something pops up which isn't used a lot. We use RULE 0 quite often and then go back and look up rules later if there was some kind of debate rather than stopping the game and looking things up. The only time we stop is when it's life/death too, because that is too important and can change the course of a campaign.</p><p></p><p>When you guys play, how many hours do you usually go? We do 6 hour sessions and can get through quite a bit of role playing and 2-3 combats.</p><p></p><p>Oh ya, we do the house-rule of d20 + damage dice as well! That does speed things up, we also instituted a rule that if people take longer than 60 seconds to decide what to do they are placed on delay and the next initiative goes. That keeps people a bit more on their toes and keeps combat moving along. The other thing we've done is instead of rolling extra dice for 2x or 3x damage on crits, we just take the damage dice and actually multiply it out by 2x or 3x, makes things faster than rolling out those extras. I do like that crit dice being rolled with damage though, I might have to talk to the group about that one.</p></blockquote><p></p>
[QUOTE="Traveon Wyvernspur, post: 6131829, member: 73201"] There are so many rules to look up that sometimes it does get frustrating when something pops up which isn't used a lot. We use RULE 0 quite often and then go back and look up rules later if there was some kind of debate rather than stopping the game and looking things up. The only time we stop is when it's life/death too, because that is too important and can change the course of a campaign. When you guys play, how many hours do you usually go? We do 6 hour sessions and can get through quite a bit of role playing and 2-3 combats. Oh ya, we do the house-rule of d20 + damage dice as well! That does speed things up, we also instituted a rule that if people take longer than 60 seconds to decide what to do they are placed on delay and the next initiative goes. That keeps people a bit more on their toes and keeps combat moving along. The other thing we've done is instead of rolling extra dice for 2x or 3x damage on crits, we just take the damage dice and actually multiply it out by 2x or 3x, makes things faster than rolling out those extras. I do like that crit dice being rolled with damage though, I might have to talk to the group about that one. [/QUOTE]
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Barbarian Rage and Unconscious
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