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<blockquote data-quote="CapnZapp" data-source="post: 8208368" data-attributes="member: 12731"><p>Thank you for inviting me to!</p><p></p><p>I'll assume a rule only deserves inclusion if it considerably strengthens D&D's ability to support S&S themes. Your product is not just some generic D&D supplement, after all.</p><p></p><ul> <li data-xf-list-type="ul">while I understand the sentiment "Int is underused by D&D" I would like to argue not appreciating Int properly is actually appropriate for S&S <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> For general D&D, yes, rebalancing ability scores is a worthy houserule. But for S&S?</li> <li data-xf-list-type="ul">while some feats are overpowered I would argue they're actually very appropriate for S&S. I think your product is better off assuming individual DMs bring whatever general rebalancing from their other D&D games to your world of Xoth. It's not something you want to lock into place.</li> <li data-xf-list-type="ul">I don't immediately understand if you gain +1 to flanking on top of advantage or in place of it. Anyway, it's minor minutiae that has nothing to do with S&S so I would not add it to this Player's Guide</li> <li data-xf-list-type="ul">disadvantage after being proned or disarmed: If I squint I can see the low fantasy appeal that works in S&S too here. My concern is: they're pretty detailed rules for very specific corner cases. I'd try to rework it into a single general rule covering all kinds of disadvantageous positions. In fact S&S could do well strengthening improvisational ways of fighting, but that's out of scope here.</li> <li data-xf-list-type="ul">penalizing hit point loss further - again low fantasy, not S&S. At least not for the game of S&S (it works well in novels and on screen). I'd focus exhaustion more on environmental hazards (such as running out of water)</li> <li data-xf-list-type="ul">adding a "shield mini game" would be neat and even moderately S&S appropriate. Not sure it's worth the hassle though. I'd check supplements like New Argonauts (D&D for ancient eras) for possible ideas.</li> <li data-xf-list-type="ul">the core rule already is "long rest gives all hp back"? Anyhoo, I don't like how this forces the GM to either deny long rests altogether, or wipe the slate clean. When I run 5E I have long rests give back <strong>no hit points but all healing surges</strong>. I find this actually simpler than even the core rules (always a good thing) and also S&S appropriate: by spending all your healing surges right away, you're combat ready but you've used up your reserves. At least you have the choice. That is imo a much better implementation of "you're weary and worn out" since it doesn't mess with the basic fact D&D heroes need hp to do their job, while not forcing "you're fully fit even though yesterday was a disaster" upon the characters.</li> <li data-xf-list-type="ul">As for S&S, consider saying deserts swamps etc only give you back 1/2 or even 1/4 health (hp in the core rules, healing surges in my variant) but then make sure there are alternative ways for resilient tough-as-hell heroes to compensate. Perhaps something as simple as chewing tobacco or doing 'rooms or regular old physical intimacy restores a couple of healing surges during long rests? That is, not magical potions but the simple things of life (This would help explain the good old trope of barbarians carousing during downtime...)</li> </ul></blockquote><p></p>
[QUOTE="CapnZapp, post: 8208368, member: 12731"] Thank you for inviting me to! I'll assume a rule only deserves inclusion if it considerably strengthens D&D's ability to support S&S themes. Your product is not just some generic D&D supplement, after all. [LIST] [*]while I understand the sentiment "Int is underused by D&D" I would like to argue not appreciating Int properly is actually appropriate for S&S ;) For general D&D, yes, rebalancing ability scores is a worthy houserule. But for S&S? [*]while some feats are overpowered I would argue they're actually very appropriate for S&S. I think your product is better off assuming individual DMs bring whatever general rebalancing from their other D&D games to your world of Xoth. It's not something you want to lock into place. [*]I don't immediately understand if you gain +1 to flanking on top of advantage or in place of it. Anyway, it's minor minutiae that has nothing to do with S&S so I would not add it to this Player's Guide [*]disadvantage after being proned or disarmed: If I squint I can see the low fantasy appeal that works in S&S too here. My concern is: they're pretty detailed rules for very specific corner cases. I'd try to rework it into a single general rule covering all kinds of disadvantageous positions. In fact S&S could do well strengthening improvisational ways of fighting, but that's out of scope here. [*]penalizing hit point loss further - again low fantasy, not S&S. At least not for the game of S&S (it works well in novels and on screen). I'd focus exhaustion more on environmental hazards (such as running out of water) [*]adding a "shield mini game" would be neat and even moderately S&S appropriate. Not sure it's worth the hassle though. I'd check supplements like New Argonauts (D&D for ancient eras) for possible ideas. [*]the core rule already is "long rest gives all hp back"? Anyhoo, I don't like how this forces the GM to either deny long rests altogether, or wipe the slate clean. When I run 5E I have long rests give back [B]no hit points but all healing surges[/B]. I find this actually simpler than even the core rules (always a good thing) and also S&S appropriate: by spending all your healing surges right away, you're combat ready but you've used up your reserves. At least you have the choice. That is imo a much better implementation of "you're weary and worn out" since it doesn't mess with the basic fact D&D heroes need hp to do their job, while not forcing "you're fully fit even though yesterday was a disaster" upon the characters. [*]As for S&S, consider saying deserts swamps etc only give you back 1/2 or even 1/4 health (hp in the core rules, healing surges in my variant) but then make sure there are alternative ways for resilient tough-as-hell heroes to compensate. Perhaps something as simple as chewing tobacco or doing 'rooms or regular old physical intimacy restores a couple of healing surges during long rests? That is, not magical potions but the simple things of life (This would help explain the good old trope of barbarians carousing during downtime...) [/LIST] [/QUOTE]
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