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Legends & Lore: A Few Rules Updates
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<blockquote data-quote="RevTurkey" data-source="post: 6253516"><p>When running modules, especially when based in a confined location such as a dungeon...I just pick wandering monsters as suits what is happening in the game. If the group is really beat up and just had loads of combat then it might be boring for them to have more hacking about to do etc..</p><p></p><p>I think wandering monsters are great to roll a bit more freely if the group is doing wilderness adventuring, as it is more likely for a wider variety of creature to be encountered over a larger area.</p><p></p><p>As said before...they are a tool. To be used to help create drama within games. You don't have have to do things exactly as written in roleplaying games...that is part of the beauty of them! In Pac Man you have to go up down left right, eat pills, cherries and ghosts etc...in the Pac Man Rpg you might get bored doing that and suddenly turn a corner to discover a dragon is waiting for you...why? Because it was getting dull and this might be more fun!</p><p></p><p>Passive Perception...it is okayish...helpful tool so that you don't have to be constantly rolling for things. Don't use it all the time or the players will start building characters with the most common target numbers met etc... My own preference is to have a page of some random d20 rolls behind the screen...that way I can find out sensitive check results without the PCs knowing they were even looking.</p><p></p><p>Movement speeds...I can live with what is being suggested. I think the combat in D&D is abstract enough to cope with this. I mean...old D&D used to standardise weapon damage to d6 and the game was still fun. I think it might be pushing it for a podgy hobbit to be as quick as an athletic powerhouse tall human fighter though. Most games the movement penalty just frustrates players who have to wait longer to engage opponents and get in on the action, so this might help keep everybody more involved in the action around the table. It's not realistic but sometimes that works in the games favour. It is also a rule very easily re-introduced as an optional module...so no problems.</p><p></p><p>Looking forward to see how this all turns out in print <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="RevTurkey, post: 6253516"] When running modules, especially when based in a confined location such as a dungeon...I just pick wandering monsters as suits what is happening in the game. If the group is really beat up and just had loads of combat then it might be boring for them to have more hacking about to do etc.. I think wandering monsters are great to roll a bit more freely if the group is doing wilderness adventuring, as it is more likely for a wider variety of creature to be encountered over a larger area. As said before...they are a tool. To be used to help create drama within games. You don't have have to do things exactly as written in roleplaying games...that is part of the beauty of them! In Pac Man you have to go up down left right, eat pills, cherries and ghosts etc...in the Pac Man Rpg you might get bored doing that and suddenly turn a corner to discover a dragon is waiting for you...why? Because it was getting dull and this might be more fun! Passive Perception...it is okayish...helpful tool so that you don't have to be constantly rolling for things. Don't use it all the time or the players will start building characters with the most common target numbers met etc... My own preference is to have a page of some random d20 rolls behind the screen...that way I can find out sensitive check results without the PCs knowing they were even looking. Movement speeds...I can live with what is being suggested. I think the combat in D&D is abstract enough to cope with this. I mean...old D&D used to standardise weapon damage to d6 and the game was still fun. I think it might be pushing it for a podgy hobbit to be as quick as an athletic powerhouse tall human fighter though. Most games the movement penalty just frustrates players who have to wait longer to engage opponents and get in on the action, so this might help keep everybody more involved in the action around the table. It's not realistic but sometimes that works in the games favour. It is also a rule very easily re-introduced as an optional module...so no problems. Looking forward to see how this all turns out in print :) [/QUOTE]
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