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General Tabletop Discussion
*TTRPGs General
How do you 'nudge' your players away from tank mentality? (and high magic games)
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<blockquote data-quote="monboesen" data-source="post: 3102547" data-attributes="member: 4647"><p>Emirikol it sounds like you would like a lower powered game with fewer magic items. That is not a bad thing, in fact that is what my group has been doing for 20 years.</p><p></p><p>But in that case D&D out of the book is definately not for you. Based on my own experience there are several options to achieve what you want.</p><p></p><p>1. Keep the game at low level and use D&D rules more or less as written. This aproach will work with some difficulties up to around 8-9th level. At that point people and monster will start to hit with almost all their attacks (as attack bonus has far surpassed AC bonus) and spell casters (monsters with supernatural powers) start to dominate the game completely.</p><p></p><p>2. Find a game system that matches your needs more closely. At this point I'm looking fondly at True20, but I'm sure that other systems can do well too.</p><p></p><p>3. House rule D&D in order to get the effect you want. Our current house rules game sounds a lot like what you want. Few but cool permanent magic items, more transient magic items, "normal" foes stay dangerous and so on. We regularly discuss whether the rules changes are accomplishing what we want in order to stay on track. The actual rules changes are</p><p></p><p>a) a class dependant AC bonus (fighters get the best, wizards the worst)</p><p>b) a feat every level and +2 skill points every level</p><p>c) slow leveling</p><p>d) and likely we will simply stop normal leveling a about 10th level and make rules for bying feats and class abilities with XP from there on (making better BAB, HP, Saves, AC and so on achieveable only by relevant feats like Toughness, Iron will and so on).</p></blockquote><p></p>
[QUOTE="monboesen, post: 3102547, member: 4647"] Emirikol it sounds like you would like a lower powered game with fewer magic items. That is not a bad thing, in fact that is what my group has been doing for 20 years. But in that case D&D out of the book is definately not for you. Based on my own experience there are several options to achieve what you want. 1. Keep the game at low level and use D&D rules more or less as written. This aproach will work with some difficulties up to around 8-9th level. At that point people and monster will start to hit with almost all their attacks (as attack bonus has far surpassed AC bonus) and spell casters (monsters with supernatural powers) start to dominate the game completely. 2. Find a game system that matches your needs more closely. At this point I'm looking fondly at True20, but I'm sure that other systems can do well too. 3. House rule D&D in order to get the effect you want. Our current house rules game sounds a lot like what you want. Few but cool permanent magic items, more transient magic items, "normal" foes stay dangerous and so on. We regularly discuss whether the rules changes are accomplishing what we want in order to stay on track. The actual rules changes are a) a class dependant AC bonus (fighters get the best, wizards the worst) b) a feat every level and +2 skill points every level c) slow leveling d) and likely we will simply stop normal leveling a about 10th level and make rules for bying feats and class abilities with XP from there on (making better BAB, HP, Saves, AC and so on achieveable only by relevant feats like Toughness, Iron will and so on). [/QUOTE]
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How do you 'nudge' your players away from tank mentality? (and high magic games)
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