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<blockquote data-quote="FXR" data-source="post: 7583745" data-attributes="member: 6781105"><p>I tailor rules to the specificities of the campaign I'm running, which is presently a sword and sorcery world. If I was running a standard D&D game, I wouldn't necessary use them.</p><p></p><p>i) Initiative works differently. Specific events during the combat can raise or lower your initiative score, so even if you initially went first during the 1st round doesn't mean you will go first all rounds ;</p><p></p><p>ii) 1st-level and higher spells take effect later in the round. So if you cast a fireball on initiative count 13, your spell will take effect on initiative count 10. Meanwhile, if you take damage and fail a concentration check, your spell will fizzle ;</p><p></p><p>iii) the armor and weapon list is reworked to fit the genre ;</p><p></p><p>iv) long rests can only be taken in a safe place, such as a inn but not in the wilderness ;</p><p></p><p>v) I use the massive damage rule featured in the DMG guide ;</p><p></p><p>vi) wizards double their proficiency bonus on Intelligence (Arcana) checks while sorcerers can regain a single sorcery slot during a short rests (this is a modest way to balance the rule on long rests.</p><p></p><p>As magical weapons are rare (the characters are now level 6th and only one has a magical weapon), very few monsters have an immunity to damage from nonmagical weapons. For instance, I use the werewolf described in AIME instead of the one featured in the MM.</p></blockquote><p></p>
[QUOTE="FXR, post: 7583745, member: 6781105"] I tailor rules to the specificities of the campaign I'm running, which is presently a sword and sorcery world. If I was running a standard D&D game, I wouldn't necessary use them. i) Initiative works differently. Specific events during the combat can raise or lower your initiative score, so even if you initially went first during the 1st round doesn't mean you will go first all rounds ; ii) 1st-level and higher spells take effect later in the round. So if you cast a fireball on initiative count 13, your spell will take effect on initiative count 10. Meanwhile, if you take damage and fail a concentration check, your spell will fizzle ; iii) the armor and weapon list is reworked to fit the genre ; iv) long rests can only be taken in a safe place, such as a inn but not in the wilderness ; v) I use the massive damage rule featured in the DMG guide ; vi) wizards double their proficiency bonus on Intelligence (Arcana) checks while sorcerers can regain a single sorcery slot during a short rests (this is a modest way to balance the rule on long rests. As magical weapons are rare (the characters are now level 6th and only one has a magical weapon), very few monsters have an immunity to damage from nonmagical weapons. For instance, I use the werewolf described in AIME instead of the one featured in the MM. [/QUOTE]
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