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"Conditional Tricks" Handout
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<blockquote data-quote="Chronosome" data-source="post: 5230409" data-attributes="member: 274"><p>Halloo, all.</p><p></p><p>So, I'm coming up on the 8th game of my so-far-so-fun homebrew campaign and have learned a lot about regularly running the "new" D&D edition. One thing I've learned: <strong>I love the 'new" D&D edition</strong>. Etc, etc...I think we agree that the Powers That Be have created a Damn Good Thing. You rock, Powers That Be.</p><p></p><p>My players are also new to the edition and, for the most part, share the love. One of the few complaints they <em>do </em>have is how some race, class, and magic item abilities are "hidden". An elf's <em>wild step</em>, a bard's <em>virtue of cunning</em>, or a <em>vicious weapon</em>'s extra critical damage -- these abilities, we're finding, commonly slip a player's mind amid the bustle of a fight. This has led to a lot of "retconning", as the kids say, and I'm usually glad to allow it to keep the flow flowin'.</p><p></p><p>I could blame the memory loss on cell phones (we used to remember phone numbers, remember? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-P" title="Stick out tongue :-P" data-smilie="7"data-shortname=":-P" /> ) and tell them to flog their memories into shape, but where is that going to get us? So, in lieu of shaking my cane and telling my friends to get off my lawn, I've created "Conditional Tricks" handouts for them to reference during our games. Attached is an example, created for the elven seeker of the party.</p><p></p><p>I tried to group the entries by "sense", "movement", "defense", and "attack" and have it read like a sorta if-then sentence.</p><p></p><p>I hope you dig. If you do something similar, please let me know if it helps your people or give me some suggestions for mine? Or proclaim how big your brain is and how you'd never, harumph, need one of these. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Chronosome, post: 5230409, member: 274"] Halloo, all. So, I'm coming up on the 8th game of my so-far-so-fun homebrew campaign and have learned a lot about regularly running the "new" D&D edition. One thing I've learned: [B]I love the 'new" D&D edition[/B]. Etc, etc...I think we agree that the Powers That Be have created a Damn Good Thing. You rock, Powers That Be. My players are also new to the edition and, for the most part, share the love. One of the few complaints they [I]do [/I]have is how some race, class, and magic item abilities are "hidden". An elf's [I]wild step[/I], a bard's [I]virtue of cunning[/I], or a [I]vicious weapon[/I]'s extra critical damage -- these abilities, we're finding, commonly slip a player's mind amid the bustle of a fight. This has led to a lot of "retconning", as the kids say, and I'm usually glad to allow it to keep the flow flowin'. I could blame the memory loss on cell phones (we used to remember phone numbers, remember? :-P ) and tell them to flog their memories into shape, but where is that going to get us? So, in lieu of shaking my cane and telling my friends to get off my lawn, I've created "Conditional Tricks" handouts for them to reference during our games. Attached is an example, created for the elven seeker of the party. I tried to group the entries by "sense", "movement", "defense", and "attack" and have it read like a sorta if-then sentence. I hope you dig. If you do something similar, please let me know if it helps your people or give me some suggestions for mine? Or proclaim how big your brain is and how you'd never, harumph, need one of these. :) [/QUOTE]
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