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Killing a Wizard is Easy... if you know how.
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<blockquote data-quote="Michael Silverbane" data-source="post: 5878323" data-attributes="member: 38016"><p>That's a good point.</p><p></p><p>Here's a brief summary on how the rules changes that I've detailed above were accepted by my own players...</p><p></p><p>The attribute spread has been accepted happily, and only one of the players felt the urge to put 18 in every attribute. That player is a shameless and known powergamer, and the other players do not seem to mind, so I am okay with that. He is playing a wizard, so those other attributes are not all that helpful to him anyway.</p><p></p><p>My other power gamer is playing a monk/rogue, which is a huge shift from his unending horde of CoDzilla characters. I consider this to be a huge win.</p><p></p><p>After a few hiccups, mostly due to a miscommunication in the way that the rules work, the players have taken to making their own magic items with gusto. Almost every session, someone decides that they need to make a new magic item. They don't always have the time to do so in-game, but more often than not, they do so. The characters are maintaining an even keel with a (modified) wealth by level guide. They have the items that they want. And, I can feel free to throw whatever kinds of challenges at them that I feel the urge to do without worrying if they've got the magical oomph for it.</p><p></p><p>The feat per level thing has made all of the characters really REALLY good at their chosen schtick. Giving all of the monsters at feat for each of their Hit Dice has made combats very interesting, if a bit harder to prep. I've got a two week lead-time between sessions, so prep hasn't been too big a deal, yet.</p><p></p><p>The extra skills has given each of the characters a way to relate to the game-world that is tangentially related to adventuring, and has led to some cool role-play stuff already. I'm hoping to see even more of that.</p><p></p><p>This is after eight sessions so far. It has been pretty successful, I think.</p></blockquote><p></p>
[QUOTE="Michael Silverbane, post: 5878323, member: 38016"] That's a good point. Here's a brief summary on how the rules changes that I've detailed above were accepted by my own players... The attribute spread has been accepted happily, and only one of the players felt the urge to put 18 in every attribute. That player is a shameless and known powergamer, and the other players do not seem to mind, so I am okay with that. He is playing a wizard, so those other attributes are not all that helpful to him anyway. My other power gamer is playing a monk/rogue, which is a huge shift from his unending horde of CoDzilla characters. I consider this to be a huge win. After a few hiccups, mostly due to a miscommunication in the way that the rules work, the players have taken to making their own magic items with gusto. Almost every session, someone decides that they need to make a new magic item. They don't always have the time to do so in-game, but more often than not, they do so. The characters are maintaining an even keel with a (modified) wealth by level guide. They have the items that they want. And, I can feel free to throw whatever kinds of challenges at them that I feel the urge to do without worrying if they've got the magical oomph for it. The feat per level thing has made all of the characters really REALLY good at their chosen schtick. Giving all of the monsters at feat for each of their Hit Dice has made combats very interesting, if a bit harder to prep. I've got a two week lead-time between sessions, so prep hasn't been too big a deal, yet. The extra skills has given each of the characters a way to relate to the game-world that is tangentially related to adventuring, and has led to some cool role-play stuff already. I'm hoping to see even more of that. This is after eight sessions so far. It has been pretty successful, I think. [/QUOTE]
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