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General Tabletop Discussion
*Pathfinder & Starfinder
How Would Like the Rules Modules Organized?
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<blockquote data-quote="GreyICE" data-source="post: 6015606" data-attributes="member: 6684526"><p><u><strong>Rules Lite:</strong> </u>Remove anything resembling a grid. There should be three ranges, close (melee), near (can be charged) and far (can't be charged). </p><p></p><p>Most rules cleaned out, and combat simplified - dice roll their average results, no criticals, etc. Remove opportunity attacks - nothing can move from close with a fighter to close with a ranger until the fighter is down. Etc. </p><p></p><p>Basically pare down D&D to its simplest form. That should make a lot of players who just want a roleplaying system with low combat focus happy.</p><p></p><p><u><strong>Kingdoms and Armies:</strong> </u> Include rules for armies, keeps, etc. Basically, allow you to add resource management and long-term strategy. Add an entire extra aspect to your party. Allow your party to pool resources to become generals, advisors, kings, conquerors. Allow army combat. </p><p></p><p><u><strong>Themes and the World:</strong> </u> Really add onto character themes. Try and bring in a larger aspect of roleplay. Include multiple roleplaying skills, divorce them from Charisma. Add in investigation skills, procedures for investigating, etc. </p><p></p><p><u><strong>Strategy and Tactics:</strong> </u>Allow people to take tactical additions to their characters. Rules for difficult/dangerous terrain, and include a lot more of it in combat. Make positioning and combat tactics matter. Allow a lot of bonuses and penalties, basically desimplify the system in favor of making a more tactical and strategic game.</p><p></p><p><strong><u>Magical Bling:</u></strong> Add in rules for tons of slots. Rings, waist, neck, tattoos, and more. Let players really add magical items all over their character, christmas tree style. Items that boost their class, boost their stats, do everything. Rules for making characters living armories of magical power.</p></blockquote><p></p>
[QUOTE="GreyICE, post: 6015606, member: 6684526"] [U][B]Rules Lite:[/B] [/U]Remove anything resembling a grid. There should be three ranges, close (melee), near (can be charged) and far (can't be charged). Most rules cleaned out, and combat simplified - dice roll their average results, no criticals, etc. Remove opportunity attacks - nothing can move from close with a fighter to close with a ranger until the fighter is down. Etc. Basically pare down D&D to its simplest form. That should make a lot of players who just want a roleplaying system with low combat focus happy. [U][B]Kingdoms and Armies:[/B] [/U] Include rules for armies, keeps, etc. Basically, allow you to add resource management and long-term strategy. Add an entire extra aspect to your party. Allow your party to pool resources to become generals, advisors, kings, conquerors. Allow army combat. [U][B]Themes and the World:[/B] [/U] Really add onto character themes. Try and bring in a larger aspect of roleplay. Include multiple roleplaying skills, divorce them from Charisma. Add in investigation skills, procedures for investigating, etc. [U][B]Strategy and Tactics:[/B] [/U]Allow people to take tactical additions to their characters. Rules for difficult/dangerous terrain, and include a lot more of it in combat. Make positioning and combat tactics matter. Allow a lot of bonuses and penalties, basically desimplify the system in favor of making a more tactical and strategic game. [B][U]Magical Bling:[/U][/B] Add in rules for tons of slots. Rings, waist, neck, tattoos, and more. Let players really add magical items all over their character, christmas tree style. Items that boost their class, boost their stats, do everything. Rules for making characters living armories of magical power. [/QUOTE]
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How Would Like the Rules Modules Organized?
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