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<blockquote data-quote="bento" data-source="post: 3491819" data-attributes="member: 36597"><p>Doh!</p><p></p><p>Sorry about my enthusiasm. Here's another crack at the questions:</p><p></p><p>Magic - hows about replacing the current system with a mana point system? I think WoTC's Unearthed Arcanum covers this. Maybe your world doesn't have certain kinds of magic (teleportation, necromancy, etc.) so it's off the table for players? You could also rule out Clerics, Wizards or any other spell casters that have large spell lists, and only allow classes like Sorcerers and Favored Souls with limited, pre-set spell lists.</p><p></p><p>High Level NPCs in a flash - I guess this would depend on whether you want them for quick encounters or a fight. If it's a quick encounter like meeting with a king, just stat out what are the most important skills, like diplomacy or intimidation. He's 8th level, so he'd have 4+7 ranks and a Cha Mod, call it 13 or 14. For fighting purposes, it might be worthwhile to seek out HeroForge or another spreadsheet character generator. I use it and it takes about 10 to 15 minutes to stat out a 10th level character. I think there are also NPC books available that you can find what you want and run with it. Check RPGNow.</p><p></p><p>Grappling - I use this: (1) touch attack to grab; (2) strength check to maintain grab; and (3) grappling check to do anything while in the grapple. So you always do 1 & 2 when it starts, and then always do 3 when someone wants to do something while in a grapple like drawing a weapon or pinning the player. 3 does not include the actual action, just whether you can make an attempt to do it.</p><p></p><p>Demigods - less magical trinkets on both sides. </p><p></p><p>Another tip is institued a mook rule for yourself. One thing I always hated was tracking low-level monster HP for mass combat. Make a rule for yourself that everytime a player hits a low-level monster like an orc or goblin, if the player also rolls at least 1/2 the max damage for their weapon, the monster goes down. If its less than 1/2, the monster runs away.</p><p></p><p>Now hows this without referring to a completely different rule set? <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></blockquote><p></p>
[QUOTE="bento, post: 3491819, member: 36597"] Doh! Sorry about my enthusiasm. Here's another crack at the questions: Magic - hows about replacing the current system with a mana point system? I think WoTC's Unearthed Arcanum covers this. Maybe your world doesn't have certain kinds of magic (teleportation, necromancy, etc.) so it's off the table for players? You could also rule out Clerics, Wizards or any other spell casters that have large spell lists, and only allow classes like Sorcerers and Favored Souls with limited, pre-set spell lists. High Level NPCs in a flash - I guess this would depend on whether you want them for quick encounters or a fight. If it's a quick encounter like meeting with a king, just stat out what are the most important skills, like diplomacy or intimidation. He's 8th level, so he'd have 4+7 ranks and a Cha Mod, call it 13 or 14. For fighting purposes, it might be worthwhile to seek out HeroForge or another spreadsheet character generator. I use it and it takes about 10 to 15 minutes to stat out a 10th level character. I think there are also NPC books available that you can find what you want and run with it. Check RPGNow. Grappling - I use this: (1) touch attack to grab; (2) strength check to maintain grab; and (3) grappling check to do anything while in the grapple. So you always do 1 & 2 when it starts, and then always do 3 when someone wants to do something while in a grapple like drawing a weapon or pinning the player. 3 does not include the actual action, just whether you can make an attempt to do it. Demigods - less magical trinkets on both sides. Another tip is institued a mook rule for yourself. One thing I always hated was tracking low-level monster HP for mass combat. Make a rule for yourself that everytime a player hits a low-level monster like an orc or goblin, if the player also rolls at least 1/2 the max damage for their weapon, the monster goes down. If its less than 1/2, the monster runs away. Now hows this without referring to a completely different rule set? ;) [/QUOTE]
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