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<blockquote data-quote="Rune" data-source="post: 6618811" data-attributes="member: 67"><p>1: Ever since I saw this posted by someone on these boards, I've been having players generate ability scores with four suits of cards numbered 1-6 (each card representing a single d6), instead of the best 3 of 4d6 six times.</p><p></p><p>2: At level-up, players may choose to roll hp twice and take the best or take the average rounded up. </p><p></p><p>3: I don't personally think frenzy is unbalanced, but I'm considering replacing the exhaustion cost with the following:</p><p></p><p><em>Each round of frenzy costs an unspent Hit Die of the highest available value (so, D12s get spent first), lost at the beginning of the frenzy and the beginning of each of a frenzied barbarian's turns. The frenzy lasts for as long as the HD do, but can be ended early as a bonus action with a successful Wisdom check vs. a DC equal to 5 + the number of HD spent in the current frenzy. While frenzied, a barbarian's rage cannot end. If a barbarian ends a frenzy with 0 HD, s/he gains one level of exhaustion. </em></p><p></p><p>4: I allow players to spend and roll any number of available HD to mitigate damage (without adding a constitution bonus). This is intended to make critical hits less automatically lethal, particularly at low levels. </p><p></p><p>5: Using the hp values for materials in the DMG, I allow players to negate the damage of a hit by taking it on their armor, shield, or weapon. Given the low number of hp involved, this allows for sundering to be a thing, but lets the sunderee decide if it's going to happen, instead of the sunderer. Also, it's a great last-ditch way to avoid the effects of a nasty hit. And it's cinematic as hell.</p><p></p><p>6: I'm considering having the Sharpshooter feat only work when you aren't in melee, because ya gotta aim. As an added bonus, this will remove some of its synergy with Crossbow Expert, so the combo will no longer deal more damage in melee than actual melee weapons.</p></blockquote><p></p>
[QUOTE="Rune, post: 6618811, member: 67"] 1: Ever since I saw this posted by someone on these boards, I've been having players generate ability scores with four suits of cards numbered 1-6 (each card representing a single d6), instead of the best 3 of 4d6 six times. 2: At level-up, players may choose to roll hp twice and take the best or take the average rounded up. 3: I don't personally think frenzy is unbalanced, but I'm considering replacing the exhaustion cost with the following: [i]Each round of frenzy costs an unspent Hit Die of the highest available value (so, D12s get spent first), lost at the beginning of the frenzy and the beginning of each of a frenzied barbarian's turns. The frenzy lasts for as long as the HD do, but can be ended early as a bonus action with a successful Wisdom check vs. a DC equal to 5 + the number of HD spent in the current frenzy. While frenzied, a barbarian's rage cannot end. If a barbarian ends a frenzy with 0 HD, s/he gains one level of exhaustion. [/i] 4: I allow players to spend and roll any number of available HD to mitigate damage (without adding a constitution bonus). This is intended to make critical hits less automatically lethal, particularly at low levels. 5: Using the hp values for materials in the DMG, I allow players to negate the damage of a hit by taking it on their armor, shield, or weapon. Given the low number of hp involved, this allows for sundering to be a thing, but lets the sunderee decide if it's going to happen, instead of the sunderer. Also, it's a great last-ditch way to avoid the effects of a nasty hit. And it's cinematic as hell. 6: I'm considering having the Sharpshooter feat only work when you aren't in melee, because ya gotta aim. As an added bonus, this will remove some of its synergy with Crossbow Expert, so the combo will no longer deal more damage in melee than actual melee weapons. [/QUOTE]
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