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I don't get the dislike of healing surges
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<blockquote data-quote="JamesonCourage" data-source="post: 5700980" data-attributes="member: 6668292"><p>Yep. Although, I'd say that a 15th level warrior can usually take more damage than a 1st level commoner, just because of his line of work, getting used to taking a beating, etc. But, most of the HP is usually making wounds not quite as bad, I agree.</p><p></p><p></p><p>I love agreeing!</p><p></p><p></p><p>It probably was. That's why I wanted it on one or two servers. One PvP, one non-PvP. I would want to be able to build up normal characters after my mid-level character died because of lag. I wouldn't want a game with it as the only option.</p><p></p><p></p><p>Yeah, that seems to be D&D's roots, so I'm definitely in favor of D&D recognizing those roots. I just don't want it to stop there.</p><p></p><p></p><p>That sounds like fun, and I liked the way you handled it. </p><p></p><p></p><p>I like the Lay on Hands mechanic. And as far as holes in the HP system, I know there will be some with healing surges, but there definitely are even if you think of HP as luck/skill/fate/damage/etc. Again, it's why I'm in favor of two HP pools. It's barely more complicated, but it's made a world of difference in my game.</p><p></p><p></p><p>Yeah. Preferably, like I said, I'd just like a wide range of narrative room. Maybe start the dial on "high" for PC heroicness, with options to dial it down.</p><p></p><p></p><p>Yeah, that can happen, so you have to be careful to get player buy-in for the group. If people are okay sitting out a lot while the other players do a lot of stuff, there's no problem. They should be aware and willing to do so, though, if they're going to break the party mold.</p><p></p><p></p><p>Well, I got rid of alignment and classes, and all restrictions are built. You can get Complications, which are self-enforced personality traits (gambler, code of honor, coward, etc.), though you get bonuses when they hurt / help you. Alternatively, if you buy any special ability, you can limit it to an RP mechanic that you make up (limiting it saves you points), such as buying spell slots limited to as long as you don't break your code of conduct. Either way, the choice is yours, and you can always completely ignore the mechanics entirely. </p><p></p><p>However, I don't want to just "blacksmith" and be done with it. I have a PC in this warlord party (who's probably the least evil of the bunch) who's exceptionally focused on crafting things. To give some context, there are five levels of quality in my game: poor (-1), normal (+0), masterwork (+1), masterpiece (+2), and mastercraft (+3). He's so focused, he can make mastercraft quality items in the time it would take to create normal items, and for the same cost (instead of about four times the cost). He's not just a blacksmith, he's amazing at his craftsmanship. There's literally no upside to him making normal, masterwork, or masterpiece quality work anymore (since he also bought the DC increase down).</p><p></p><p>If someone wants to invest in something, I'd like to explore that issue. And, all told, I've got about 250 pages of rules in a 350 page book (I have an Example Setting and a "Running a Game" section that are about 50 pages each), and I think the game is incredibly flexible in character builds, monster builds, narrative range, etc. So, D&D will have to at least keep my narrative range for me to be interested (I expect it to keep classes, alignment, etc.).</p><p></p><p></p><p>Well, any system requires player buy-in. I meant that any particular campaign, in any system, should have player buy-in on the party dynamic, goals, etc. Even in D&D, everyone should be aware and okay with a dungeon delving party, or a warlord party, or whatever. </p><p></p><p></p><p>Probably. Then again, for all I know, he plays it weekly. Having an ideas guy is good to have around even if he doesn't like the mechanics, since you can translate ideas into mechanics. I do this with a friend who I used to play with but no longer do. He played D&D with me, but doesn't know my system, so he helps me come up with ideas, and I make them work mechanically.</p><p></p><p>Then again, I suspect Monte wouldn't want to work on that. 5e... now that's an interesting project for him to tackle. I do suspect that's the goal for him, even if he hasn't started on it yet. It's probably something they want him for.</p><p></p><p>As always, play what you like <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="JamesonCourage, post: 5700980, member: 6668292"] Yep. Although, I'd say that a 15th level warrior can usually take more damage than a 1st level commoner, just because of his line of work, getting used to taking a beating, etc. But, most of the HP is usually making wounds not quite as bad, I agree. I love agreeing! It probably was. That's why I wanted it on one or two servers. One PvP, one non-PvP. I would want to be able to build up normal characters after my mid-level character died because of lag. I wouldn't want a game with it as the only option. Yeah, that seems to be D&D's roots, so I'm definitely in favor of D&D recognizing those roots. I just don't want it to stop there. That sounds like fun, and I liked the way you handled it. I like the Lay on Hands mechanic. And as far as holes in the HP system, I know there will be some with healing surges, but there definitely are even if you think of HP as luck/skill/fate/damage/etc. Again, it's why I'm in favor of two HP pools. It's barely more complicated, but it's made a world of difference in my game. Yeah. Preferably, like I said, I'd just like a wide range of narrative room. Maybe start the dial on "high" for PC heroicness, with options to dial it down. Yeah, that can happen, so you have to be careful to get player buy-in for the group. If people are okay sitting out a lot while the other players do a lot of stuff, there's no problem. They should be aware and willing to do so, though, if they're going to break the party mold. Well, I got rid of alignment and classes, and all restrictions are built. You can get Complications, which are self-enforced personality traits (gambler, code of honor, coward, etc.), though you get bonuses when they hurt / help you. Alternatively, if you buy any special ability, you can limit it to an RP mechanic that you make up (limiting it saves you points), such as buying spell slots limited to as long as you don't break your code of conduct. Either way, the choice is yours, and you can always completely ignore the mechanics entirely. However, I don't want to just "blacksmith" and be done with it. I have a PC in this warlord party (who's probably the least evil of the bunch) who's exceptionally focused on crafting things. To give some context, there are five levels of quality in my game: poor (-1), normal (+0), masterwork (+1), masterpiece (+2), and mastercraft (+3). He's so focused, he can make mastercraft quality items in the time it would take to create normal items, and for the same cost (instead of about four times the cost). He's not just a blacksmith, he's amazing at his craftsmanship. There's literally no upside to him making normal, masterwork, or masterpiece quality work anymore (since he also bought the DC increase down). If someone wants to invest in something, I'd like to explore that issue. And, all told, I've got about 250 pages of rules in a 350 page book (I have an Example Setting and a "Running a Game" section that are about 50 pages each), and I think the game is incredibly flexible in character builds, monster builds, narrative range, etc. So, D&D will have to at least keep my narrative range for me to be interested (I expect it to keep classes, alignment, etc.). Well, any system requires player buy-in. I meant that any particular campaign, in any system, should have player buy-in on the party dynamic, goals, etc. Even in D&D, everyone should be aware and okay with a dungeon delving party, or a warlord party, or whatever. Probably. Then again, for all I know, he plays it weekly. Having an ideas guy is good to have around even if he doesn't like the mechanics, since you can translate ideas into mechanics. I do this with a friend who I used to play with but no longer do. He played D&D with me, but doesn't know my system, so he helps me come up with ideas, and I make them work mechanically. Then again, I suspect Monte wouldn't want to work on that. 5e... now that's an interesting project for him to tackle. I do suspect that's the goal for him, even if he hasn't started on it yet. It's probably something they want him for. As always, play what you like :) [/QUOTE]
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