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Grease and nat-ones
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<blockquote data-quote="Alloran" data-source="post: 1734744" data-attributes="member: 21733"><p>First off I'd like to say Hey to all of you. I joined a while ago, and I've been lurking a bit to see what there was to see, and most all of you seem on the level (unlike many gaming boards out there :\ ). I'm a second generation gamer, and I've literally been playing on and off since I was four. But to my question.</p><p>I'm starting up a campaign with players at my university. Now, I'm comfortable with my home group simply to sit down without preperation and ask 'what do you want to do' and end up with a really good game. But sine I don't know these people as well I'm actually sitting down and writing it out session-by-session. We start on Friday, and I need some advice. </p><p></p><p>1) A home rule that I always had with my home group is 'magically conjured grease isn't flammable'... this comes from a campaign in which the evil PCs continually burned places in a manner like that. That will probably be kept, if for no other reason than tradition (I don't see that becoming a problem in a good party anyway <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=";)" />) </p><p></p><p>2) This is the one I have questions about. I really want to make it that a natural twenty doesn't necessairly mean a success. Yes, you should still be able to try the action, but if you simply don't have the skills (or the attack bonus) you fail. To balence that, I'm not making natural ones automatic failures. If you're skill check or attack bonus or whatnot is high enough, then by all means. The reason I'm thinking about this rule is that I never liked there being a 5% chance that you could fail at any action you had to roll for. </p><p></p><p>Suggestions are appriciated, and thanks in advance!</p><p></p><p>~Alloran</p></blockquote><p></p>
[QUOTE="Alloran, post: 1734744, member: 21733"] First off I'd like to say Hey to all of you. I joined a while ago, and I've been lurking a bit to see what there was to see, and most all of you seem on the level (unlike many gaming boards out there :\ ). I'm a second generation gamer, and I've literally been playing on and off since I was four. But to my question. I'm starting up a campaign with players at my university. Now, I'm comfortable with my home group simply to sit down without preperation and ask 'what do you want to do' and end up with a really good game. But sine I don't know these people as well I'm actually sitting down and writing it out session-by-session. We start on Friday, and I need some advice. 1) A home rule that I always had with my home group is 'magically conjured grease isn't flammable'... this comes from a campaign in which the evil PCs continually burned places in a manner like that. That will probably be kept, if for no other reason than tradition (I don't see that becoming a problem in a good party anyway ;)) 2) This is the one I have questions about. I really want to make it that a natural twenty doesn't necessairly mean a success. Yes, you should still be able to try the action, but if you simply don't have the skills (or the attack bonus) you fail. To balence that, I'm not making natural ones automatic failures. If you're skill check or attack bonus or whatnot is high enough, then by all means. The reason I'm thinking about this rule is that I never liked there being a 5% chance that you could fail at any action you had to roll for. Suggestions are appriciated, and thanks in advance! ~Alloran [/QUOTE]
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