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Community
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*Dungeons & Dragons
Let's Talk About Chapter 9 of the DMG
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<blockquote data-quote="Helldritch" data-source="post: 7949667" data-attributes="member: 6855114"><p>The only rule in Ch.9 in the DMG I use now is the No HP recovery rule. You have to spend HD to heal. Otherwise, things are not really changed.</p><p></p><p>We did use: </p><p>Facing: Too much tactical play. Slows down the game play as players ponder how to take advantage of positioning.</p><p></p><p>Flanking: Too much tactical play. Same as above and it is also a death trap for the players as there are usually more enemies than there are PC. The flanking was way too good on the monster's side and it led, too often, to a TPK.</p><p></p><p>Marking: Nice but too inconsequential and it slows down the game play a bit. For what it adds, it's not worth it. Again, this leads to too much tactical play for no sensible gains in gameplay.</p><p></p><p>Hero points: Players loved it. But it made the game way too easy. So I had to rebalance encounters. One mistake in balancing and BOOOOM! TPK! Without Hero points, the game is much more stable/predictable than with them.</p><p></p><p>Diagonal squares at 15 feet: Dropped that too. Slows down the game play. Did I count that fourth diagonal or not? Dang, Can I move again? Too much calculations. Move 6 squares and that's it. It is more than adequate.</p><p></p><p>Fear/moral: I prefer to use my judgment on these effect. I do not need a rule for that. We tried and we all hated it.</p><p></p><p>Honnor: Could be good in an all knights game or in a game with an oriental flavor. Otherwise, too hard, restrictive or irrelevent to implement. </p><p></p><p>Sanity: Only used it in Out of the Abyss. Otherwise, not a very useful rule unless you play a specific kind of adventure.</p><p></p><p>Other rules we haven't tried or I simply decided to ignore/not use. I hope my insights were helpful.</p></blockquote><p></p>
[QUOTE="Helldritch, post: 7949667, member: 6855114"] The only rule in Ch.9 in the DMG I use now is the No HP recovery rule. You have to spend HD to heal. Otherwise, things are not really changed. We did use: Facing: Too much tactical play. Slows down the game play as players ponder how to take advantage of positioning. Flanking: Too much tactical play. Same as above and it is also a death trap for the players as there are usually more enemies than there are PC. The flanking was way too good on the monster's side and it led, too often, to a TPK. Marking: Nice but too inconsequential and it slows down the game play a bit. For what it adds, it's not worth it. Again, this leads to too much tactical play for no sensible gains in gameplay. Hero points: Players loved it. But it made the game way too easy. So I had to rebalance encounters. One mistake in balancing and BOOOOM! TPK! Without Hero points, the game is much more stable/predictable than with them. Diagonal squares at 15 feet: Dropped that too. Slows down the game play. Did I count that fourth diagonal or not? Dang, Can I move again? Too much calculations. Move 6 squares and that's it. It is more than adequate. Fear/moral: I prefer to use my judgment on these effect. I do not need a rule for that. We tried and we all hated it. Honnor: Could be good in an all knights game or in a game with an oriental flavor. Otherwise, too hard, restrictive or irrelevent to implement. Sanity: Only used it in Out of the Abyss. Otherwise, not a very useful rule unless you play a specific kind of adventure. Other rules we haven't tried or I simply decided to ignore/not use. I hope my insights were helpful. [/QUOTE]
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Let's Talk About Chapter 9 of the DMG
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