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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
New 13th Age 'Escalation Edition' Coming Next Year!
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<blockquote data-quote="Gorgon Zee" data-source="post: 8725045" data-attributes="member: 75787"><p>my solution is simply to veto stuff that isn’t in genre. I have as I do in every game. Do I allow my modern horror heroes to be called Investy McInvesitgatorface? No, I do not. One of the gaming contacts that our group has is that you must embrace the premise of the game. Of course, if you want to run a comic game, 13A is a pretty good choice!</p><p></p><p></p><p>Do you act on the rolls immediately they are rolled? That would be really hard for me. I just record them and let the players use them for re-rolls or to boost relevant skill checks as a default action, and then try to find ways to incorporate one or two specific rolls is a session. I sympathize with your problem if you were trying to make all the rolls special — way too hard For me!</p><p></p><p></p><p>I use the same rules I do in other editions of D&D; players can average as many of their dice as they like. Typically fast adders rolling a 10d10 spell in PF2 or a 10d10 axe attack in the very last level of a 13A game roll are rolling 4d10+33. I’d suggest that for pretty much every D&D style game as an option to players. Probably more than an adoption if the players cannot add rapidly.</p><p></p><p>I also find this much worse in other D&D systems, where quite a few spells / powers roll dice in sets, so you might have 6d8 fire + 6d8 holy + 2d6 thunder or the like. That’s where things get slow and I don’t have any good solution except fixed damage for low dice; which many players dislike. Ideas welcome</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 8725045, member: 75787"] my solution is simply to veto stuff that isn’t in genre. I have as I do in every game. Do I allow my modern horror heroes to be called Investy McInvesitgatorface? No, I do not. One of the gaming contacts that our group has is that you must embrace the premise of the game. Of course, if you want to run a comic game, 13A is a pretty good choice! Do you act on the rolls immediately they are rolled? That would be really hard for me. I just record them and let the players use them for re-rolls or to boost relevant skill checks as a default action, and then try to find ways to incorporate one or two specific rolls is a session. I sympathize with your problem if you were trying to make all the rolls special — way too hard For me! I use the same rules I do in other editions of D&D; players can average as many of their dice as they like. Typically fast adders rolling a 10d10 spell in PF2 or a 10d10 axe attack in the very last level of a 13A game roll are rolling 4d10+33. I’d suggest that for pretty much every D&D style game as an option to players. Probably more than an adoption if the players cannot add rapidly. I also find this much worse in other D&D systems, where quite a few spells / powers roll dice in sets, so you might have 6d8 fire + 6d8 holy + 2d6 thunder or the like. That’s where things get slow and I don’t have any good solution except fixed damage for low dice; which many players dislike. Ideas welcome [/QUOTE]
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D&D Older Editions, OSR, & D&D Variants
New 13th Age 'Escalation Edition' Coming Next Year!
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