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<blockquote data-quote="The Mormegil" data-source="post: 7650211" data-attributes="member: 6688783"><p>These rules are interesting and could be expanded and executed well enough to be included in my games. The critical aspects are:</p><p>1) Daily recovery and XP for monsters; but that's easy, I won't use either of those, they are disruptive.</p><p>2) It doesn't seem like there are many options on what to do in a turn. The most interesting combat encounters are those where you have various options between the powers your character has and the terrain and opportunities your enemies offer. The most interesting exploration encounters will need powers your character can use AND actions you can take in response to the environment. A system to improvise or even categorize "special actions" related to the various environments would be cool. Stuff like randomly finding a druidic circle, then making a Religion check with appropriate DC to gain a buff for your next encounter; or finding a trap and luring a monster inside it with a proper check. Rules for adjudicating improvisation are good, and a list of categorized actions to act as examples and guidance are cool.</p><p>3) Random encounters as a punishment are something I personally regard as incredibly lame. They don't add anything to the story we're telling, they just waste a bunch of time (even if the combats are 5 minutes long, it's 5 minutes wasted). I think there's better ideas to be explored here... Perhaps the time you spend in the dungeon will make the last battle tougher? Just randomly throwing it out there.</p></blockquote><p></p>
[QUOTE="The Mormegil, post: 7650211, member: 6688783"] These rules are interesting and could be expanded and executed well enough to be included in my games. The critical aspects are: 1) Daily recovery and XP for monsters; but that's easy, I won't use either of those, they are disruptive. 2) It doesn't seem like there are many options on what to do in a turn. The most interesting combat encounters are those where you have various options between the powers your character has and the terrain and opportunities your enemies offer. The most interesting exploration encounters will need powers your character can use AND actions you can take in response to the environment. A system to improvise or even categorize "special actions" related to the various environments would be cool. Stuff like randomly finding a druidic circle, then making a Religion check with appropriate DC to gain a buff for your next encounter; or finding a trap and luring a monster inside it with a proper check. Rules for adjudicating improvisation are good, and a list of categorized actions to act as examples and guidance are cool. 3) Random encounters as a punishment are something I personally regard as incredibly lame. They don't add anything to the story we're telling, they just waste a bunch of time (even if the combats are 5 minutes long, it's 5 minutes wasted). I think there's better ideas to be explored here... Perhaps the time you spend in the dungeon will make the last battle tougher? Just randomly throwing it out there. [/QUOTE]
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