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Game night July 12. Hybrid rules set
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<blockquote data-quote="Primitive Screwhead" data-source="post: 6344275" data-attributes="member: 20805"><p>I think that 'faith' will help somewhat, altho the two characters that have the least problems are the druid and the cleric. The Halfling berserker doesn't really have problems altho he thinks he does. The mage might have problems, altho at the moment he looks alot like a squishy low level mage.</p><p> The setting and scenarios makes REP pretty useless, so that won't help for a while.</p><p></p><p> I have not converted any of the exploits over, but will definitely look at that.. assuming you won't have more OLD documents for me to work with in two weeks?</p><p></p><p>As to the opposed playtest reports and LUCK... the change definitely limited the swingy-ness and makes running combat safer for the DM, but reduces the entertainment factor for the player. Its the 'critical hit' issue where its cool to have a spectacular success when you don't expect it but don't want the NPCs to be able to wipe you out with a lucky hit of their own. With only 1 or 2 luck dice, the players are going to hang onto them until the most dire moment comes out.. and then if the rolls are low its disappointing. However if you have 4 or 5 you are more willing to use them in less dire circumstances and its more likely that one will actually explode.</p><p> Perhaps an option that keeps LUCK rare but more reliable is to not use a special die for your luck die. If you use one Luck die than any one dice that rolls a six can explode. If you use two Luck, then two of your dice can explode, etc..</p><p> This means when you have only 2 luck dice and you save one for the most dire moment as it is much more likely to make a difference, and use your second die for less dire moments.</p><p></p><p></p><p>Last thought: Faith and Mages. Our mage hasn't adopted well to the dynamic of a point based magic system and really enjoys nuking the enemy. In the last game he turned a melee nastiness of an Ogre into a mushroom...</p><p>But that means he basically has three spells a day. Adding Faith to the divine casters will appear to him to boost classes that are already more powerful than his. A large part of this is player expectations and something I have to work on, but just wanted to share that difficulty.</p><p> I am going to have to get with him offline and help develop better spell selections and clarify that if he wants to be the group nuke, expect to be sitting on the sidelines for most of the combat time. He can't pull out the nukes in every combat.</p></blockquote><p></p>
[QUOTE="Primitive Screwhead, post: 6344275, member: 20805"] I think that 'faith' will help somewhat, altho the two characters that have the least problems are the druid and the cleric. The Halfling berserker doesn't really have problems altho he thinks he does. The mage might have problems, altho at the moment he looks alot like a squishy low level mage. The setting and scenarios makes REP pretty useless, so that won't help for a while. I have not converted any of the exploits over, but will definitely look at that.. assuming you won't have more OLD documents for me to work with in two weeks? As to the opposed playtest reports and LUCK... the change definitely limited the swingy-ness and makes running combat safer for the DM, but reduces the entertainment factor for the player. Its the 'critical hit' issue where its cool to have a spectacular success when you don't expect it but don't want the NPCs to be able to wipe you out with a lucky hit of their own. With only 1 or 2 luck dice, the players are going to hang onto them until the most dire moment comes out.. and then if the rolls are low its disappointing. However if you have 4 or 5 you are more willing to use them in less dire circumstances and its more likely that one will actually explode. Perhaps an option that keeps LUCK rare but more reliable is to not use a special die for your luck die. If you use one Luck die than any one dice that rolls a six can explode. If you use two Luck, then two of your dice can explode, etc.. This means when you have only 2 luck dice and you save one for the most dire moment as it is much more likely to make a difference, and use your second die for less dire moments. Last thought: Faith and Mages. Our mage hasn't adopted well to the dynamic of a point based magic system and really enjoys nuking the enemy. In the last game he turned a melee nastiness of an Ogre into a mushroom... But that means he basically has three spells a day. Adding Faith to the divine casters will appear to him to boost classes that are already more powerful than his. A large part of this is player expectations and something I have to work on, but just wanted to share that difficulty. I am going to have to get with him offline and help develop better spell selections and clarify that if he wants to be the group nuke, expect to be sitting on the sidelines for most of the combat time. He can't pull out the nukes in every combat. [/QUOTE]
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