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<blockquote data-quote="Flamestrike" data-source="post: 8143864" data-attributes="member: 6788736"><p>I do the following:</p><p></p><p>1) Sneak Attack is 1/turn but no more than 1 round.</p><p>2) Short rests are 5 minutes long (and generally handwaved) but no more than 2/ long rest.</p><p>3) Costly material components of spells are expended when used.</p><p>4) Martial adept grants 2 Superiority dice (I like martial manoeuvres)</p><p>5) The Sharpshooter feat treats cover as 1 step less (full = half, ignore half)</p><p></p><p>I used to allow a bonus feat at 1st, but with Custom lineage and Variant Human in play, I see no need anymore. </p><p></p><p>All the variant class features of Tashas are in play.</p><p></p><p>I'm still undecided on the Race rules variant (stat and proficiency swapping). I'm leaning towards if you want to play a variant or non-specific race (an Int based Dwarf, or a Str based Elf), simply select the Custom lineage race and build it using those rules. It removes the temptation for players to try and cheese it with 5 tool proficiencies, or a constant stream of Dwarven Wizards.</p><p></p><p>I'm tempted to replace the Archery styles +2 to hit, and replace it with a free 'opening volley' shot - a single attack with a ranged weapon you are wielding as a reaction to an enemy you can see starting its turn before your first turn of a combat encounter.</p><p></p><p>Gives the style a real AD&D vibe where specialised Fighters and Rangers could lob off a shot at initiative before closing to melee.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8143864, member: 6788736"] I do the following: 1) Sneak Attack is 1/turn but no more than 1 round. 2) Short rests are 5 minutes long (and generally handwaved) but no more than 2/ long rest. 3) Costly material components of spells are expended when used. 4) Martial adept grants 2 Superiority dice (I like martial manoeuvres) 5) The Sharpshooter feat treats cover as 1 step less (full = half, ignore half) I used to allow a bonus feat at 1st, but with Custom lineage and Variant Human in play, I see no need anymore. All the variant class features of Tashas are in play. I'm still undecided on the Race rules variant (stat and proficiency swapping). I'm leaning towards if you want to play a variant or non-specific race (an Int based Dwarf, or a Str based Elf), simply select the Custom lineage race and build it using those rules. It removes the temptation for players to try and cheese it with 5 tool proficiencies, or a constant stream of Dwarven Wizards. I'm tempted to replace the Archery styles +2 to hit, and replace it with a free 'opening volley' shot - a single attack with a ranged weapon you are wielding as a reaction to an enemy you can see starting its turn before your first turn of a combat encounter. Gives the style a real AD&D vibe where specialised Fighters and Rangers could lob off a shot at initiative before closing to melee. [/QUOTE]
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