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[DMing style] Semi-freeform??
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<blockquote data-quote="Agamon" data-source="post: 18191" data-attributes="member: 184"><p>I tried that about 6 years ago. While it was fun, man, was it a lot of work. Plus, of the 4 players, only 1 enjoyed the more freestyle system, the other three were going crazy over not knowing their exact stats. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f644.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":rolleyes:" title="Roll eyes :rolleyes:" data-smilie="11"data-shortname=":rolleyes:" /> So it only lasted one session. Maybe someday I'll try it again, my players are much more roleplay-oriented these days.</p><p></p><p>Oh yeah, I'd just like to say that I use the "you don't know how many hps you have left" rule. I describe each attack, what it does, how injured each person feels, but they never know their exact hps (except when they are exactly at 0, it's a bit obvious). Makes getting to, and healing, unconcious PCs more of a priority. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> The players have no probelm with this at all, and I think everyone finds it more fun. </p><p></p><p>You just have to make sure you convey their state of health a lot, make sure they know how hurt they are. I failed to do this once and almost got the party slaughtered. It's useful to make notes on the wounds they've aquired, as well, just to stay consistant.</p><p></p><p>My rule of thumb is to say the first half of the hps are fatigue, luck, skill, only resulting in near misses, with scratches, bruises, etc. Once the second half begin to be removed they start to get wounded, with the more vicious wounds coming from the more telling blows, and as the PC gets closer to 0 hps.</p></blockquote><p></p>
[QUOTE="Agamon, post: 18191, member: 184"] I tried that about 6 years ago. While it was fun, man, was it a lot of work. Plus, of the 4 players, only 1 enjoyed the more freestyle system, the other three were going crazy over not knowing their exact stats. :rolleyes: So it only lasted one session. Maybe someday I'll try it again, my players are much more roleplay-oriented these days. Oh yeah, I'd just like to say that I use the "you don't know how many hps you have left" rule. I describe each attack, what it does, how injured each person feels, but they never know their exact hps (except when they are exactly at 0, it's a bit obvious). Makes getting to, and healing, unconcious PCs more of a priority. :D The players have no probelm with this at all, and I think everyone finds it more fun. You just have to make sure you convey their state of health a lot, make sure they know how hurt they are. I failed to do this once and almost got the party slaughtered. It's useful to make notes on the wounds they've aquired, as well, just to stay consistant. My rule of thumb is to say the first half of the hps are fatigue, luck, skill, only resulting in near misses, with scratches, bruises, etc. Once the second half begin to be removed they start to get wounded, with the more vicious wounds coming from the more telling blows, and as the PC gets closer to 0 hps. [/QUOTE]
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