rycanada said:Yeah, that's a fair sight more complex than I'm looking for. I might try to get the most modular rules and bolt them onto something much lighter.
JohnSnow said:looking things up, checking rules, and waiting to find out what happens next
figuring out what happens
rycanada said:Wait, I don't understand at all.
What's the difference between these two?
Isn't figuring out what happens (stunts, unusual skill checks) still basically looking things up and checking rules and waiting to find out what happens next?
Y'know, if you explain what you want, we might be able to help. I know I've spent a fair amount of time with one of my less rules-happy players discussing how to engender a happy medium between IH's functionality and a simpler ruleset.rycanada said:I've got the pdf, and I've browsed it more than reading it. This thread was really in hopes that there was some core thing I could learn that would make it all click... or at least make it click enough that an all-Master-at-arms and Warlocks game would be easy to run (by my admittedly very picky standards).

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.