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Messing with the basic assumptions of the system
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<blockquote data-quote="Voadam" data-source="post: 4018852" data-attributes="member: 2209"><p>I skip awarding xp and simply award levels at points I think are appropriate. I either don't worry about xp costs (in one campaign) or require more expensive components (two games).</p><p></p><p>I want characters mechanically to meet the player's conceptions of the character. So all skills are class skills. No multiclassing penalties. I try to provide a lot of character options. This encourages players to conceptualize their characters less as the class and game archetypes.</p><p></p><p>I think multiclassing spellcasters should be stronger in their magic, so caster level equals HD and I go for Arcana Evolved style spellcasting multiclassing (spell slots and known spells stack).</p><p></p><p>I hate do everything prepared caster spell lists. So I use spontaneous divine caster variants from UA. Effect, I have to consider fewer known spells, don't have to redo spell lists at the beginning of every day in game, players always have immediate access to their fewer spells, I'm more comfortable expanding the spell lists with spells from outside core, means that access to clerics does not mean access to every spell on the cleric list, allows divine spellcaster specialization as oracles or battle priests, etc.</p><p></p><p>Save or die equals save or dying. effect: dying is a dramatic in combat condition requiring choices to help downed comrades or keep fighting and does not stop the game story afterwards necessarily with raising or new PCs. As a DM I am more willing to use save or die effects as a deliberate assault choice instead of swapping them out for different options.</p></blockquote><p></p>
[QUOTE="Voadam, post: 4018852, member: 2209"] I skip awarding xp and simply award levels at points I think are appropriate. I either don't worry about xp costs (in one campaign) or require more expensive components (two games). I want characters mechanically to meet the player's conceptions of the character. So all skills are class skills. No multiclassing penalties. I try to provide a lot of character options. This encourages players to conceptualize their characters less as the class and game archetypes. I think multiclassing spellcasters should be stronger in their magic, so caster level equals HD and I go for Arcana Evolved style spellcasting multiclassing (spell slots and known spells stack). I hate do everything prepared caster spell lists. So I use spontaneous divine caster variants from UA. Effect, I have to consider fewer known spells, don't have to redo spell lists at the beginning of every day in game, players always have immediate access to their fewer spells, I'm more comfortable expanding the spell lists with spells from outside core, means that access to clerics does not mean access to every spell on the cleric list, allows divine spellcaster specialization as oracles or battle priests, etc. Save or die equals save or dying. effect: dying is a dramatic in combat condition requiring choices to help downed comrades or keep fighting and does not stop the game story afterwards necessarily with raising or new PCs. As a DM I am more willing to use save or die effects as a deliberate assault choice instead of swapping them out for different options. [/QUOTE]
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