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General Tabletop Discussion
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Gamemastery Guide: What are your thoughts?
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<blockquote data-quote="kenada" data-source="post: 7938009" data-attributes="member: 70468"><p>They touch a little on session pacing, and they also have some suggestions for adventure recipes, but that’s it. I think the intent is you cannot reliably plan for an expected adventuring day, so they give you higher level suggestions instead. Unfortunately, they don’t (but should) address resting and how it interacts with your adventure. If I’m using e.g., their dungeon crawl recipe, and my PCs rest, then there should be a consequence for that (even if it’s just a sensible reaction to the PCs’ first foray into the dungeon).</p><p></p><p>We had our session this weekend. It was underwhelming, but we got to try a few of the variants.</p><ul> <li data-xf-list-type="ul"><strong>Point Buy:</strong> Determining ability scores seemed to be easier, but character creation is still slow. It mostly seems to come down to whether one prefers the top-down (point buy) or bottom up approach (boosts).</li> <li data-xf-list-type="ul"><strong>Proficiency Without Level:</strong> We had a couple of combats (but nothing too dangerous). One of the PCs created a wizard with a familiar, which needed adjusted. I have a feeling we will be needing to keep an eye out for things that are implicitly tied to level to make sure things stay in line.</li> </ul><p>We’ll be continuing with the variants with our main party. My players don’t feel strongly about it, so they are fine either way, though they are a bit fatigued by the constant changes (but that has nothing to do with the GMG per se). At this point, I’m hoping most should be additive going forward. Anyway, I guess saying “they’re fine” is an okay endorsement. The game wasn’t radically different, so I guess that is a thing.</p><p></p><p>We’re also using skill points, but that won’t come into play really until after 1st level….</p></blockquote><p></p>
[QUOTE="kenada, post: 7938009, member: 70468"] They touch a little on session pacing, and they also have some suggestions for adventure recipes, but that’s it. I think the intent is you cannot reliably plan for an expected adventuring day, so they give you higher level suggestions instead. Unfortunately, they don’t (but should) address resting and how it interacts with your adventure. If I’m using e.g., their dungeon crawl recipe, and my PCs rest, then there should be a consequence for that (even if it’s just a sensible reaction to the PCs’ first foray into the dungeon). We had our session this weekend. It was underwhelming, but we got to try a few of the variants. [LIST] [*][B]Point Buy:[/B] Determining ability scores seemed to be easier, but character creation is still slow. It mostly seems to come down to whether one prefers the top-down (point buy) or bottom up approach (boosts). [*][B]Proficiency Without Level:[/B] We had a couple of combats (but nothing too dangerous). One of the PCs created a wizard with a familiar, which needed adjusted. I have a feeling we will be needing to keep an eye out for things that are implicitly tied to level to make sure things stay in line. [/LIST] We’ll be continuing with the variants with our main party. My players don’t feel strongly about it, so they are fine either way, though they are a bit fatigued by the constant changes (but that has nothing to do with the GMG per se). At this point, I’m hoping most should be additive going forward. Anyway, I guess saying “they’re fine” is an okay endorsement. The game wasn’t radically different, so I guess that is a thing. We’re also using skill points, but that won’t come into play really until after 1st level…. [/QUOTE]
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