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Messing with the basic assumptions of the system
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<blockquote data-quote="DrunkonDuty" data-source="post: 4020231" data-attributes="member: 54364"><p>The whole scry-buff-teleport thing is the reason I ban teleport magic in my games. If it's there why shouldn't people who can make use of it use it? PC and NPC both popping in and out, attacking randomly at odd times. This gives the game a very specific style; one that wears on me rather quickly. Another reason I ban teleport magic is I think the journey is most of the fun. </p><p></p><p>I ban resurection magic of all kinds too. If someone (PC or NPC) ever comes back it's going to be because fate (or the gods or whatever) is taking a direct hand in events. Very big mojo. But then I rarely kill characters. If they do something so incredibly stupid that it gets them killed, well OK. Fine. I'll drop some hints if they're about to committ stupidicide but only so far, they're free to run their characters as they want. But if it's just bad luck on the dice I'll fudge or give them the caance to cut and run. Voadam: I love your idea about save vs. dying, consider that yoinked!! It'll be nice to have save or die back. (haven't used it much since the olden days.)</p><p></p><p>Like a few other folks here I use a pretty free and easy XP system. ie: PCs go up levels when I think it's appropriate. To get around the need for burning XP for items and certain spells I let them access leylines for a limited amount of XP. Hell, the more I play the more I ignore XP entirely. Of course its perfectly easy to use XP and still only level at story appropriate places by ruling (as in 1st Ed.) that a character must stop and rest and train for a period of time before going up levels. It's rare that a character can do that mid-adventure.</p><p></p><p>I like buff spells in general. Yes they get over used. Players DO come to rely on them and thus it can be fun to catch them without. Ambushes, anti-magic or dispels or just plain run 'em ragged with lots of encounters. But it's important that this doesn't ALWAYS happen. Players need to feel the benefits of their actions. Not to mention there are times it's good for the heroes to feel like the big bad asses they are and buffs help here. Plus it can give that feeling of pushing hard, taking out all the stops to take on that really tough bad guy.</p><p></p><p>A specific number of CR appropriate encounters per day is just so lame I've ignored it since the concept was first put to me. You get the encounters you get according to what's going on. If the players do something that gets them chased by a horde of orcs then that's what happens, even if that would be the fifth encounter of the day and the wrong CR. If they're taking it easy in an inn in a big city then the encounters they're getting are social ones. Generally I'd rarely give them more than one encounter a day. A couple of sessions ago I did give them a couple of run-on encounters, a very tough hydra followed a bit later by the three green hags who kept it as a pet. 2 very good fights, plenty of edge of the seat stuff for all involved and it surprised my players a bit who were quite used to a diet of one baddie a day (or less).</p><p></p><p>Where I diverge furthest from the RAW is skills. I give all characters +4 skill points per level. I run very high skill games. But at the same time players who max out all those dungeoneering nonsense skills will feel a bit useless in my games. Everyone should have some local knowledge (I treat this as a class skill for every class and it's broken up by locality). KS: Religion is just one of those things everyone should know too. KS: History doesn't hurt either given PCs spend most of their active lives investigating ancient ruins. A professional skill or two is usually a good idea. Social skills are a must. I give the players plenty of chances to use these skills and get both roleplaying and meta game advantages out of doing so. Plus of course my players just like having more rounded characters. Max ranks are still limited as per normal.</p><p></p><p>Um, just for my own edification: what are the <deep voice> BIG 6?</p><p></p><p>cheers all, Glen</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 4020231, member: 54364"] The whole scry-buff-teleport thing is the reason I ban teleport magic in my games. If it's there why shouldn't people who can make use of it use it? PC and NPC both popping in and out, attacking randomly at odd times. This gives the game a very specific style; one that wears on me rather quickly. Another reason I ban teleport magic is I think the journey is most of the fun. I ban resurection magic of all kinds too. If someone (PC or NPC) ever comes back it's going to be because fate (or the gods or whatever) is taking a direct hand in events. Very big mojo. But then I rarely kill characters. If they do something so incredibly stupid that it gets them killed, well OK. Fine. I'll drop some hints if they're about to committ stupidicide but only so far, they're free to run their characters as they want. But if it's just bad luck on the dice I'll fudge or give them the caance to cut and run. Voadam: I love your idea about save vs. dying, consider that yoinked!! It'll be nice to have save or die back. (haven't used it much since the olden days.) Like a few other folks here I use a pretty free and easy XP system. ie: PCs go up levels when I think it's appropriate. To get around the need for burning XP for items and certain spells I let them access leylines for a limited amount of XP. Hell, the more I play the more I ignore XP entirely. Of course its perfectly easy to use XP and still only level at story appropriate places by ruling (as in 1st Ed.) that a character must stop and rest and train for a period of time before going up levels. It's rare that a character can do that mid-adventure. I like buff spells in general. Yes they get over used. Players DO come to rely on them and thus it can be fun to catch them without. Ambushes, anti-magic or dispels or just plain run 'em ragged with lots of encounters. But it's important that this doesn't ALWAYS happen. Players need to feel the benefits of their actions. Not to mention there are times it's good for the heroes to feel like the big bad asses they are and buffs help here. Plus it can give that feeling of pushing hard, taking out all the stops to take on that really tough bad guy. A specific number of CR appropriate encounters per day is just so lame I've ignored it since the concept was first put to me. You get the encounters you get according to what's going on. If the players do something that gets them chased by a horde of orcs then that's what happens, even if that would be the fifth encounter of the day and the wrong CR. If they're taking it easy in an inn in a big city then the encounters they're getting are social ones. Generally I'd rarely give them more than one encounter a day. A couple of sessions ago I did give them a couple of run-on encounters, a very tough hydra followed a bit later by the three green hags who kept it as a pet. 2 very good fights, plenty of edge of the seat stuff for all involved and it surprised my players a bit who were quite used to a diet of one baddie a day (or less). Where I diverge furthest from the RAW is skills. I give all characters +4 skill points per level. I run very high skill games. But at the same time players who max out all those dungeoneering nonsense skills will feel a bit useless in my games. Everyone should have some local knowledge (I treat this as a class skill for every class and it's broken up by locality). KS: Religion is just one of those things everyone should know too. KS: History doesn't hurt either given PCs spend most of their active lives investigating ancient ruins. A professional skill or two is usually a good idea. Social skills are a must. I give the players plenty of chances to use these skills and get both roleplaying and meta game advantages out of doing so. Plus of course my players just like having more rounded characters. Max ranks are still limited as per normal. Um, just for my own edification: what are the <deep voice> BIG 6? cheers all, Glen [/QUOTE]
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