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<blockquote data-quote="fuindordm" data-source="post: 6643471" data-attributes="member: 5435"><p>So far, only setting-specific rules: no dragonborn, no sorcerers, all warlocks are genie pact (efreet=devil pact, djinni~fey pact), tieflings look mostly human, dwarves are denser than water and have disadvantage on swim checks. </p><p></p><p>We're eight sessions into a new cinematic campaign, and so far the only thing that I'm uncertain about is the whack-a-mole aspect of combat. But the players are trying to avoid getting down to 0 hp so I haven't felt the need to change it yet. No players have died yet, but three times someone has failed their second death save and been helped in the nick of time (once by an ally with a Wis penalty and healing untrained--but he was the only one near enough to do it!). I actually like the effect that HP represent your short-term combat stamina and defense, and can be refreshed fairly easily, but in a grittier campaign I would consider introducing slower HD recovery and lingering wounds.</p><p></p><p>Otherwise, I'm fiddling with more granular rules for magic item pricing and creation, and I've seen a few homebrew subclasses that I'd consider allowing.</p></blockquote><p></p>
[QUOTE="fuindordm, post: 6643471, member: 5435"] So far, only setting-specific rules: no dragonborn, no sorcerers, all warlocks are genie pact (efreet=devil pact, djinni~fey pact), tieflings look mostly human, dwarves are denser than water and have disadvantage on swim checks. We're eight sessions into a new cinematic campaign, and so far the only thing that I'm uncertain about is the whack-a-mole aspect of combat. But the players are trying to avoid getting down to 0 hp so I haven't felt the need to change it yet. No players have died yet, but three times someone has failed their second death save and been helped in the nick of time (once by an ally with a Wis penalty and healing untrained--but he was the only one near enough to do it!). I actually like the effect that HP represent your short-term combat stamina and defense, and can be refreshed fairly easily, but in a grittier campaign I would consider introducing slower HD recovery and lingering wounds. Otherwise, I'm fiddling with more granular rules for magic item pricing and creation, and I've seen a few homebrew subclasses that I'd consider allowing. [/QUOTE]
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