Reynard
aka Ian Eller
You know, it's your bedside manner, not your opinions, that are the problem.Almost everything about it is actually wrong, either in obvious or subtle ways that suggest you haven't actually ran many chase scenes.
You know, it's your bedside manner, not your opinions, that are the problem.Almost everything about it is actually wrong, either in obvious or subtle ways that suggest you haven't actually ran many chase scenes.
Sounds about right if you were having to whip them up at the table.yeah. I wrote them in 2 minutes.![]()
Sure, and at the table someone probably would have brought up the fact they wanted to get away, or the prey was so far away they would never catch them. My answer, by the way, is "you can break off pursuit at any time" which does not have to be stated in the rule.Sounds about right if you were having to whip them up at the table.![]()
I had to convince my players they could use their dead retainer’s corpse as bait. They were so convinced there was no hope, and they had to fight to the death.Indeed. A lot of designers seem to be too trusting in the idea that Players will know to just say they want to flee, rather than being explicit about it.
What a weirdly ahistorical complaint to make. "You can't have a meaningful campaign with lighter rules." Nonsense. Yikes. What a take. I guess you weren't around in the first decade or two of the hobby.
Same with AD&D. The only rules you actually need to play AD&D are in the Player's Handbook, which is 128 pages in total.
Yes, you absolutely can play campaigns with lighter rules or less/fewer rules. People have for decades without problems.
Having reliable mechanics they can trust in my homebrew system has effected a big change in their behavior. They’re much more willing to try things knowing that success means success.![]()
After sitting down and reading through the Dragonbane rulebook last night, I have realized that I just don't want to pour through 1000 pages of rules to run/play D&D anymore. Therer is no reason that 5E (or any other edition for that matter) can't be presented in a concise, complete, robust form like Dragonbane.
Do you like games in "long form" -- by that I mean the multiple rulebook, dense prose form common in the industry and exemplified by D&D and Pathfinder? Do you prefer a singular book but of the same form, like we usually get from Free League and Modiphius? Or do you like short and concise books?
What the rules are silent on, players will typically not attempt to do because they simply won't think about it or think it is possible.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.