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Kitchen Sink or Limits, Which for You?
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<blockquote data-quote="Loonook" data-source="post: 5807501" data-attributes="member: 1861"><p>I have no problems with almost any race, character class, or combination... However, you have to understand that we (as a group) usually play 'humanish' characters. If you wish to have the features of a race that is fine, but of course there is a difference between being a racial outsider and just having the same skill-set/traits of that group. </p><p></p><p>The thing that really grinds me most is the use of 'tricks' that make for things like the hour long day. Mostly we get away from this through the judicious use of requirements for resting, or giving benefits/hindrances from that style of play. Think of it like Fallout's "Well-Rested" trait, but there is a timer on what you do. Wanna keep going back and forth between town and dungeon? Awesome... But realize there is a definite timer for your actions, and the rewards/boons/banes you gain due to your delay may outweigh your ability to get through with things using such tactics. </p><p></p><p>By the same token use of spells may be limited. My next campaign will be a Modern Arcana version of the Wire (or at least that's what we're playing with right now). Guns, money, strange rituals, stick-up men fighting off the horde of former crew members who were brought back to undeath by their crew's necromancer bartender... But scrying is easy to beat, extradimensional space and travel is a no-no, etc.</p></blockquote><p></p>
[QUOTE="Loonook, post: 5807501, member: 1861"] I have no problems with almost any race, character class, or combination... However, you have to understand that we (as a group) usually play 'humanish' characters. If you wish to have the features of a race that is fine, but of course there is a difference between being a racial outsider and just having the same skill-set/traits of that group. The thing that really grinds me most is the use of 'tricks' that make for things like the hour long day. Mostly we get away from this through the judicious use of requirements for resting, or giving benefits/hindrances from that style of play. Think of it like Fallout's "Well-Rested" trait, but there is a timer on what you do. Wanna keep going back and forth between town and dungeon? Awesome... But realize there is a definite timer for your actions, and the rewards/boons/banes you gain due to your delay may outweigh your ability to get through with things using such tactics. By the same token use of spells may be limited. My next campaign will be a Modern Arcana version of the Wire (or at least that's what we're playing with right now). Guns, money, strange rituals, stick-up men fighting off the horde of former crew members who were brought back to undeath by their crew's necromancer bartender... But scrying is easy to beat, extradimensional space and travel is a no-no, etc. [/QUOTE]
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