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<blockquote data-quote="Lanefan" data-source="post: 7949487" data-attributes="member: 29398"><p>Sorry, but I'm having trouble understanding what you're saying here - please clarify.</p><p></p><p>My groups never go beyond 5 players (except rare one-offs) as the space I live in simply doesn't fit any more with any degree of comfort.</p><p></p><p>But, at any time a player may play two PCs at once should he-she so desire, which allows for a player to, for example, have one charaacter that's a bit more unusual while the second fills a gap.</p><p></p><p>Similar to your experience, I've found having multiples of the same general role within a party is rarely a problem; players are generally good at making them play differently just through the personalities and quirks and traits they give 'em.</p><p></p><p>Most of the fights I've run lately seem to have been against one or two big foes rather than a bunch of lesser ones - just the way of it these days, and I'm sure the pendulum will swing back soon enough. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Our lot split up all the time, and our pace of play many would consider to be glacially slow (even gets too slow for me sometimes, and I'm not one to normally care about such things), often due to out-of-game chatter and-or food/drink.</p><p></p><ul> <li data-xf-list-type="ul"></li> </ul><p>I've tried spell points in the past, but went back to non-memorized slots. I've thought about deity-specific spell lists but with the number of deities in my games, life's too short. Closest I've got is to put deity-specific variants (DSV) on some spells e.g. a Cleric to a water deity will get double volume when casting Create Water, or double duration with Precipitation, that sort of thing; while taking a hit on any fire-based spells.</p><p></p><p>When we played with small numbers, we could do more individualized play. We also supported doing some separated-from-the-party stuff in play by post so it was resolved between sessions. When we had big crowds, it was all about a few key players helping the GM by moving the team along and ensuring people didn't dally in combats.</p><p></p><p>Nice.</p><p></p><p>Rather than jump from edition to edition like you did, I (and our crew) just started kitbashing 1e and never really stopped; and cloe to 40 years later it's still not perfect - I only hope it's maybe a bit better than it was.</p><p></p><p>That said, I've been tempted to go back and run a much-closer-to-1e-RAW game (except keeping our simplified init. system and ditching weapon-v-armour-type) just to see how it feels and to get a sense how far we've drifted.</p><p></p><p>Agreed.</p><p></p><p>My annoyance with the deginers comes when I see that their attempt to fix a particular problem has in fact made the same problem worse (polymorph abuse, i'm looking sruarely at you).</p><p></p><p>I tried rebuilding psionics from the ground up several times. None worked. Psionics gone, at least for PCs (some monsters still get 'em).</p><p></p><p>One of our sturdiest house rules is our fumble system. This came in in about 1982: roll 1/d20* then confirm with 1/d6 then roll d% on a DM chart to find out what you did. Other than minir tweaks to the chart this one's stayed locked in ever since.</p><p></p><p>* - or have your roll brought down to 1 by applied penalties, which in our system are always applied before bonuses; the chart for adjusted 1s is much less dangerous than the chart for natural 1s.</p><p></p><p>For crits (20/d20) we've always had a confirm die (actual die size/type has varied over the years) that takes all damage - as in, roll plus all bonuses - and either doubles, triples or quadruples it. For ages I've used a d10 to confirm, where 8 is x2, 9 is x3 and 0 is x4.</p><p></p><p>Particularly evident if the campaign is short enough that not all character types get a chance to be the star of an adventure.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7949487, member: 29398"] Sorry, but I'm having trouble understanding what you're saying here - please clarify. My groups never go beyond 5 players (except rare one-offs) as the space I live in simply doesn't fit any more with any degree of comfort. But, at any time a player may play two PCs at once should he-she so desire, which allows for a player to, for example, have one charaacter that's a bit more unusual while the second fills a gap. Similar to your experience, I've found having multiples of the same general role within a party is rarely a problem; players are generally good at making them play differently just through the personalities and quirks and traits they give 'em. Most of the fights I've run lately seem to have been against one or two big foes rather than a bunch of lesser ones - just the way of it these days, and I'm sure the pendulum will swing back soon enough. :) Our lot split up all the time, and our pace of play many would consider to be glacially slow (even gets too slow for me sometimes, and I'm not one to normally care about such things), often due to out-of-game chatter and-or food/drink. [LIST] [/LIST] I've tried spell points in the past, but went back to non-memorized slots. I've thought about deity-specific spell lists but with the number of deities in my games, life's too short. Closest I've got is to put deity-specific variants (DSV) on some spells e.g. a Cleric to a water deity will get double volume when casting Create Water, or double duration with Precipitation, that sort of thing; while taking a hit on any fire-based spells. When we played with small numbers, we could do more individualized play. We also supported doing some separated-from-the-party stuff in play by post so it was resolved between sessions. When we had big crowds, it was all about a few key players helping the GM by moving the team along and ensuring people didn't dally in combats. Nice. Rather than jump from edition to edition like you did, I (and our crew) just started kitbashing 1e and never really stopped; and cloe to 40 years later it's still not perfect - I only hope it's maybe a bit better than it was. That said, I've been tempted to go back and run a much-closer-to-1e-RAW game (except keeping our simplified init. system and ditching weapon-v-armour-type) just to see how it feels and to get a sense how far we've drifted. Agreed. My annoyance with the deginers comes when I see that their attempt to fix a particular problem has in fact made the same problem worse (polymorph abuse, i'm looking sruarely at you). I tried rebuilding psionics from the ground up several times. None worked. Psionics gone, at least for PCs (some monsters still get 'em). One of our sturdiest house rules is our fumble system. This came in in about 1982: roll 1/d20* then confirm with 1/d6 then roll d% on a DM chart to find out what you did. Other than minir tweaks to the chart this one's stayed locked in ever since. * - or have your roll brought down to 1 by applied penalties, which in our system are always applied before bonuses; the chart for adjusted 1s is much less dangerous than the chart for natural 1s. For crits (20/d20) we've always had a confirm die (actual die size/type has varied over the years) that takes all damage - as in, roll plus all bonuses - and either doubles, triples or quadruples it. For ages I've used a d10 to confirm, where 8 is x2, 9 is x3 and 0 is x4. Particularly evident if the campaign is short enough that not all character types get a chance to be the star of an adventure. [/QUOTE]
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