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<blockquote data-quote="Herremann the Wise" data-source="post: 5334838" data-attributes="member: 11300"><p>I love details - always have, always will.</p><p></p><p>However, I think there are good details and useless ones. For example, I would still only bother with Cold Weather Outfit rather than listing out each instance of apparel. I do make note of how much it cost, how much it weighs and if it confers any benefit (which in 3.x it does) but that is it.</p><p></p><p>In terms of spell components, I do not bother with the ones it suggests are there and available (less than 1gp worth). However, I would list out various foci (and which spells they relate to - love roleplaying that stuff) as well as more expensive/heavy material components such as diamonds and lodestones.</p><p></p><p>As for character sheets I design (again for 3.x), I include space for ability damage, lethal and nonlethal damage, negative levels as well as the myriad of incedentals that are part of the game. If it happens in the game rules, then it has a place somewhere on that character sheet (although at an average of 15 pages, it is more like a booklet).</p><p></p><p>In terms of details, the one thing I would like to add is a page for skill results. It is one thing to have a certain capacity or mechanical modifier for something. It is another thing actually pulling out the results that matter. For example you might have two characters with knowledge arcana, one with a +10 bonus the other with a +5. However, due to poor rolls or a lack of experiencing certain monsters the +5 guy has made more important DCs than the +10 character. If these are tracked, then it gives more information as to not only what your character can possibly do, but what your character has done. There is so much stuff you could introduce into the game based on this idea - but that's through my eyes I suppose; not for everyone.</p><p></p><p>So yeah... I like details.</p><p></p><p>Best Regards</p><p>Herremann the Wise</p></blockquote><p></p>
[QUOTE="Herremann the Wise, post: 5334838, member: 11300"] I love details - always have, always will. However, I think there are good details and useless ones. For example, I would still only bother with Cold Weather Outfit rather than listing out each instance of apparel. I do make note of how much it cost, how much it weighs and if it confers any benefit (which in 3.x it does) but that is it. In terms of spell components, I do not bother with the ones it suggests are there and available (less than 1gp worth). However, I would list out various foci (and which spells they relate to - love roleplaying that stuff) as well as more expensive/heavy material components such as diamonds and lodestones. As for character sheets I design (again for 3.x), I include space for ability damage, lethal and nonlethal damage, negative levels as well as the myriad of incedentals that are part of the game. If it happens in the game rules, then it has a place somewhere on that character sheet (although at an average of 15 pages, it is more like a booklet). In terms of details, the one thing I would like to add is a page for skill results. It is one thing to have a certain capacity or mechanical modifier for something. It is another thing actually pulling out the results that matter. For example you might have two characters with knowledge arcana, one with a +10 bonus the other with a +5. However, due to poor rolls or a lack of experiencing certain monsters the +5 guy has made more important DCs than the +10 character. If these are tracked, then it gives more information as to not only what your character can possibly do, but what your character has done. There is so much stuff you could introduce into the game based on this idea - but that's through my eyes I suppose; not for everyone. So yeah... I like details. Best Regards Herremann the Wise [/QUOTE]
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