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mongoose books balanced?
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<blockquote data-quote="Arcane Runes Press" data-source="post: 287726" data-attributes="member: 402"><p>I agree with you. </p><p></p><p>I put some mythical powers/feats/abilities/whatever in the Quintessential Monk.</p><p></p><p>They too have XP costs.</p><p></p><p>I'm a firm believer in DMs and players having enough self control to put their own limits on things. A DM who gives NPCs scads of "phantom XP" to spend on fighting maneuvers is a DM who already has serious issues. </p><p></p><p>Personally, I like writing things that tweak the boundries or run parallel to the rules. I don't deliberately make new mechanics simply to be contrary, but I think that a change up now and again keeps the game fresh. </p><p></p><p>I like creating strange effects that don't have an explanation set down in stone. For example: in my manuscript for Stormhaven, there is an NPC who's physical features changed at Dawn, Noon, and Dusk. There wasn't a game mechanic explanation for this; it simply happens, and was included as an interesting character hook. </p><p></p><p>In other words, I like to use the "core" rules when I can, but I'm not adverse to looking beyond them.</p><p></p><p>I think that there's a bit too much dependence on codifying everything in D20, to the point that some of the spark of the game is dulled by the need to lock down everything into a "correct way to do it". </p><p></p><p>Patrick Y.</p></blockquote><p></p>
[QUOTE="Arcane Runes Press, post: 287726, member: 402"] I agree with you. I put some mythical powers/feats/abilities/whatever in the Quintessential Monk. They too have XP costs. I'm a firm believer in DMs and players having enough self control to put their own limits on things. A DM who gives NPCs scads of "phantom XP" to spend on fighting maneuvers is a DM who already has serious issues. Personally, I like writing things that tweak the boundries or run parallel to the rules. I don't deliberately make new mechanics simply to be contrary, but I think that a change up now and again keeps the game fresh. I like creating strange effects that don't have an explanation set down in stone. For example: in my manuscript for Stormhaven, there is an NPC who's physical features changed at Dawn, Noon, and Dusk. There wasn't a game mechanic explanation for this; it simply happens, and was included as an interesting character hook. In other words, I like to use the "core" rules when I can, but I'm not adverse to looking beyond them. I think that there's a bit too much dependence on codifying everything in D20, to the point that some of the spark of the game is dulled by the need to lock down everything into a "correct way to do it". Patrick Y. [/QUOTE]
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