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<blockquote data-quote="Gortle" data-source="post: 5706151" data-attributes="member: 88663"><p>Has some one put together a list of of options for changing the pace of the the game. Different groups like different styles and it occurs to me that a few simple rules changes could enable that. Something for the GM and players to work out at the start of the campaign.</p><p></p><p></p><p>Options for faster pace</p><p></p><ul> <li data-xf-list-type="ul">Limit players to 2 at will, 2 encounter, 2 daily powers. Cap them at 1 defensive item power, 1 offensive item power, 1 racial power, no feats that grant powers.</li> <li data-xf-list-type="ul">No opportunity attacks - except for defenders.</li> <li data-xf-list-type="ul">No interrupt powers. They can exist as standard powers and the effect can apply to the end of the next turn - some may still make sense.</li> <li data-xf-list-type="ul">No Minor Actions - for ranger and warlock just assume the closest enemy at the start of their turn is quarried or cursed. Drawing a weapon becomes a move action, minor action attack powers become standard actions, most of the other minor action become free actions.</li> <li data-xf-list-type="ul">A successful save ends all negative conditions.</li> <li data-xf-list-type="ul">One initiative roll for the party (use best) and one for the monsters.</li> <li data-xf-list-type="ul">Drop monster hit points by 25%</li> </ul><p></p><p>Options for more deadly effects </p><p></p><ul> <li data-xf-list-type="ul">Add a damage bonus to all attacks at the same rate as the level progression +1/2 levels.</li> <li data-xf-list-type="ul">Apply the principle in the Sleep power for saving throws. Bit of a throwback to 3rd ed for those who enjoyed level draining and being turned to stone.</li> </ul> <p style="margin-left: 20px"></p> <ul style="margin-left: 20px"> <li data-xf-list-type="ul">If you fail the second saving throw versus a ongoing effect from an encounter power then the effect lasts till the end of encounter.</li> <li data-xf-list-type="ul">If you fail the second saving throw versus a ongoing effect from a daily power then the effect lasts till the GMs decides otherwise. At least till the end of the day, may require special healing or quest to remove.</li> </ul><p>Options for a more complex game (someone will want it)</p><p></p><p></p><ul> <li data-xf-list-type="ul">Never replace powers as characters level - they can still retrain. PCs will end up with 2 at will, 8 encounter, 8 daily and 7 utility powers. If one of your player doesn't want this for themself then balance it out with an extra feat or so as appropriate.</li> <li data-xf-list-type="ul">Remove limits to number of interrupts, opportunity or free action attacks. But no matter how many times each effect triggers no repeats of the same one in the same turn.</li> </ul><p></p><p>This is the sort of thing that should be in the DMG or Unearthed Arcarna somewhere. </p><p></p><p>Obviously it will have an impact of a few builds. Large numbers of Ranger powers may see the light of day for once.</p><p></p><p>I'm going to add Sleep style saving throws to a few of my monsters to scare the players a bit. Yeah I'll warn them, and I'll keep it limited. Players can get really frustrated when you incapacitate them too much. It does make their victory sweeter though.</p></blockquote><p></p>
[QUOTE="Gortle, post: 5706151, member: 88663"] Has some one put together a list of of options for changing the pace of the the game. Different groups like different styles and it occurs to me that a few simple rules changes could enable that. Something for the GM and players to work out at the start of the campaign. Options for faster pace [LIST] [*]Limit players to 2 at will, 2 encounter, 2 daily powers. Cap them at 1 defensive item power, 1 offensive item power, 1 racial power, no feats that grant powers. [*]No opportunity attacks - except for defenders. [*]No interrupt powers. They can exist as standard powers and the effect can apply to the end of the next turn - some may still make sense. [*]No Minor Actions - for ranger and warlock just assume the closest enemy at the start of their turn is quarried or cursed. Drawing a weapon becomes a move action, minor action attack powers become standard actions, most of the other minor action become free actions. [*]A successful save ends all negative conditions. [*]One initiative roll for the party (use best) and one for the monsters. [*]Drop monster hit points by 25% [/LIST] Options for more deadly effects [LIST] [*]Add a damage bonus to all attacks at the same rate as the level progression +1/2 levels. [*]Apply the principle in the Sleep power for saving throws. Bit of a throwback to 3rd ed for those who enjoyed level draining and being turned to stone. [/LIST] [INDENT] [LIST] [*]If you fail the second saving throw versus a ongoing effect from an encounter power then the effect lasts till the end of encounter. [*]If you fail the second saving throw versus a ongoing effect from a daily power then the effect lasts till the GMs decides otherwise. At least till the end of the day, may require special healing or quest to remove. [/LIST] [/INDENT]Options for a more complex game (someone will want it) [LIST] [*]Never replace powers as characters level - they can still retrain. PCs will end up with 2 at will, 8 encounter, 8 daily and 7 utility powers. If one of your player doesn't want this for themself then balance it out with an extra feat or so as appropriate. [*]Remove limits to number of interrupts, opportunity or free action attacks. But no matter how many times each effect triggers no repeats of the same one in the same turn. [/LIST] This is the sort of thing that should be in the DMG or Unearthed Arcarna somewhere. Obviously it will have an impact of a few builds. Large numbers of Ranger powers may see the light of day for once. I'm going to add Sleep style saving throws to a few of my monsters to scare the players a bit. Yeah I'll warn them, and I'll keep it limited. Players can get really frustrated when you incapacitate them too much. It does make their victory sweeter though. [/QUOTE]
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