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<blockquote data-quote="steeldragons" data-source="post: 6618713" data-attributes="member: 92511"><p> <ul> <li data-xf-list-type="ul">Initiative: for group, + individual modifiers, every round.</li> <li data-xf-list-type="ul">Nat' 20's (and/or crit hits): double max damage [all modifiers applicable]/auto-success with some kind of relevant bonus benefit of the DM's making if not an attack roll.</li> <li data-xf-list-type="ul">Nat' 1's: auto-fail = take average unmodified weapon damage (you messed up so badly, you pulled something/hurt yourself, d4 if rolled on a skill check or something that didn't involve a weapon) or take your chances rolling on the "Ye olde Fumble Table"...Player's choice.</li> <li data-xf-list-type="ul">Death at -10. No "death saves."</li> <li data-xf-list-type="ul">Insta-dead: Being brought to -10 or less HP in a single blow = insta-dead. (It is a possibility to be aware of before charging headlong or remaining in stupid/foolish/impossible/losing battles.)</li> <li data-xf-list-type="ul">No Evil PCs.</li> <li data-xf-list-type="ul">Drow are always and only capable of being Evil.<br /> </li> <li data-xf-list-type="ul">Setting-Specific: No Sorcerers. "Mages" [wizards] gain spontaneous casting in spells two levels lower than their max level. So, at 5th level, a mage need not choose/memorize/prepare their 1st level spells, but can use spells (that they know/are in their spellbook, of course!) as needed/the situation arises. At 7th level, this applies to their 1st and 2nd level spell slots. 1-3rd level spells at 9th. Beyond that, 4th+ level, spells must all be chosen/prepared/memorized each day.</li> <li data-xf-list-type="ul">Setting-specific: No Barbarian class as written. Homebrewed class/culture used. (need an official 5e conversion, I suppose)</li> <li data-xf-list-type="ul">Setting-specific: <em>Raise Dead</em> only available to 3 deities/temples/clerics of those deities. 1 Good (goddess of healing & life, cuz, ya know, Healing and Life!). 1 Neutral (goddess of death, cuz she decides, "You're dead when [I say] your fate's tapestry is done and not before!" Raise Dead through her temple her may or may not come with riders/demands being made/services to be performed upon your return to the mortal realm). 1 Evil (cuz he's an elder god with "tuh powaaah!" like that...that will bring you back to be his slave/lackey for the rest of your, now, unnatural life).</li> </ul><p></p><p>There's probably more, but yeah...all of those definitely "make [my] game better."</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6618713, member: 92511"] [LIST] [*]Initiative: for group, + individual modifiers, every round. [*]Nat' 20's (and/or crit hits): double max damage [all modifiers applicable]/auto-success with some kind of relevant bonus benefit of the DM's making if not an attack roll. [*]Nat' 1's: auto-fail = take average unmodified weapon damage (you messed up so badly, you pulled something/hurt yourself, d4 if rolled on a skill check or something that didn't involve a weapon) or take your chances rolling on the "Ye olde Fumble Table"...Player's choice. [*]Death at -10. No "death saves." [*]Insta-dead: Being brought to -10 or less HP in a single blow = insta-dead. (It is a possibility to be aware of before charging headlong or remaining in stupid/foolish/impossible/losing battles.) [*]No Evil PCs. [*]Drow are always and only capable of being Evil. [*]Setting-Specific: No Sorcerers. "Mages" [wizards] gain spontaneous casting in spells two levels lower than their max level. So, at 5th level, a mage need not choose/memorize/prepare their 1st level spells, but can use spells (that they know/are in their spellbook, of course!) as needed/the situation arises. At 7th level, this applies to their 1st and 2nd level spell slots. 1-3rd level spells at 9th. Beyond that, 4th+ level, spells must all be chosen/prepared/memorized each day. [*]Setting-specific: No Barbarian class as written. Homebrewed class/culture used. (need an official 5e conversion, I suppose) [*]Setting-specific: [I]Raise Dead[/I] only available to 3 deities/temples/clerics of those deities. 1 Good (goddess of healing & life, cuz, ya know, Healing and Life!). 1 Neutral (goddess of death, cuz she decides, "You're dead when [I say] your fate's tapestry is done and not before!" Raise Dead through her temple her may or may not come with riders/demands being made/services to be performed upon your return to the mortal realm). 1 Evil (cuz he's an elder god with "tuh powaaah!" like that...that will bring you back to be his slave/lackey for the rest of your, now, unnatural life). [/LIST] There's probably more, but yeah...all of those definitely "make [my] game better." [/QUOTE]
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