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<blockquote data-quote="Rhenny" data-source="post: 7348511" data-attributes="member: 18333"><p>I don't necessarily break/change rules, but I do the following:</p><p></p><p>1) I make one or more foe in each encounter customized with some kind of extra power or ability that may not be from the rules.</p><p></p><p>2) I vary when foes are average hp, random hit points and maximum hit points.</p><p></p><p>3) I tell the players that the NPCs/foes they face are as varied and interesting as their own PCs so there may be variety in what they encounter even within the same species.</p><p></p><p>4) I tend to hand wave a lot of actions that the PCs attempt if and when I feel it makes sense and is feasible for the PC in question. Over the years, I've found that I don't like the pace of game to get bogged down by too much rolling and I like to keep the narrative moving in a positive direction when it makes sense for the PCs. </p><p></p><p>5) I don't use passive perception too often. </p><p></p><p>6) I let players use their inspiration dice as re-roll instead of declaring before hand when they will take advantage on a roll.</p><p></p><p>That's pretty much the extent of it.</p></blockquote><p></p>
[QUOTE="Rhenny, post: 7348511, member: 18333"] I don't necessarily break/change rules, but I do the following: 1) I make one or more foe in each encounter customized with some kind of extra power or ability that may not be from the rules. 2) I vary when foes are average hp, random hit points and maximum hit points. 3) I tell the players that the NPCs/foes they face are as varied and interesting as their own PCs so there may be variety in what they encounter even within the same species. 4) I tend to hand wave a lot of actions that the PCs attempt if and when I feel it makes sense and is feasible for the PC in question. Over the years, I've found that I don't like the pace of game to get bogged down by too much rolling and I like to keep the narrative moving in a positive direction when it makes sense for the PCs. 5) I don't use passive perception too often. 6) I let players use their inspiration dice as re-roll instead of declaring before hand when they will take advantage on a roll. That's pretty much the extent of it. [/QUOTE]
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