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Horror rules for curse of strahd/ravenloft?
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<blockquote data-quote="tglassy" data-source="post: 7189795" data-attributes="member: 6855204"><p>A. They did away with most of the random penalties and such. The DM can set the DC to any interaction to be whatever he wants. More penalties = more stupid math = slowing down an already slow game. </p><p></p><p>B. Going too far in that direction penalized players for playing anything other than human, which was preferable in the old games, because DND didn't want you playing anything other than human, but is not preferable in this edition, because then people feel their character choice is the wrong one. When yet again, the human barbarian in the group has better interaction with Npc's despite having an 8 in charisma, when the Teifling Bard specifically selected social interaction skills that are now voided because of a -5 penalty, the player of the Teifling will be miffed, and will eventually want to refill his character. Not everyone rolls characters specifically for Curse of Strahd. I had my current party randomly wind up in Barovia after a portal sucked them in. They didn't have a chance to roll humans because they knew what the setting would hold. </p><p></p><p>C. And this is probably the most important one. There is no real Ravenloft, because Ravenloft is not real. To miss quote Willy Wanda, "This is called Fanboyism, dear children, and is indeed frowned upon in most cultures." </p><p></p><p>And as Ravenloft is a setting in DND, there is a different Ravenloft for every DM that runs it. Arguing that the "real" Ravenloft is anything should be ignored. </p><p></p><p>D. If elves and dwarves showed up in the real world, real people would be pretty freaked out. Their whole understanding of the universe would be turned upside down. </p><p></p><p>E. Familiars aren't like they were in older editions, either. They are obedient servants, rather than independent helpers. If you want to take control of a familiar and have it do evil things, go right ahead. Except your players might take exception. </p><p></p><p></p><p></p><p>That said, they give the framework of all you're complaining about. The rest is up to the DM. If you want to run it like the old version, just run the old version. </p><p></p><p></p><p></p><p></p><p>Sent from my iPhone using EN World</p></blockquote><p></p>
[QUOTE="tglassy, post: 7189795, member: 6855204"] A. They did away with most of the random penalties and such. The DM can set the DC to any interaction to be whatever he wants. More penalties = more stupid math = slowing down an already slow game. B. Going too far in that direction penalized players for playing anything other than human, which was preferable in the old games, because DND didn't want you playing anything other than human, but is not preferable in this edition, because then people feel their character choice is the wrong one. When yet again, the human barbarian in the group has better interaction with Npc's despite having an 8 in charisma, when the Teifling Bard specifically selected social interaction skills that are now voided because of a -5 penalty, the player of the Teifling will be miffed, and will eventually want to refill his character. Not everyone rolls characters specifically for Curse of Strahd. I had my current party randomly wind up in Barovia after a portal sucked them in. They didn't have a chance to roll humans because they knew what the setting would hold. C. And this is probably the most important one. There is no real Ravenloft, because Ravenloft is not real. To miss quote Willy Wanda, "This is called Fanboyism, dear children, and is indeed frowned upon in most cultures." And as Ravenloft is a setting in DND, there is a different Ravenloft for every DM that runs it. Arguing that the "real" Ravenloft is anything should be ignored. D. If elves and dwarves showed up in the real world, real people would be pretty freaked out. Their whole understanding of the universe would be turned upside down. E. Familiars aren't like they were in older editions, either. They are obedient servants, rather than independent helpers. If you want to take control of a familiar and have it do evil things, go right ahead. Except your players might take exception. That said, they give the framework of all you're complaining about. The rest is up to the DM. If you want to run it like the old version, just run the old version. Sent from my iPhone using EN World [/QUOTE]
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Horror rules for curse of strahd/ravenloft?
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