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<blockquote data-quote="Connorsrpg" data-source="post: 5942808" data-attributes="member: 19265"><p><strong>Rules - The Good</strong></p><p></p><p>What we liked.</p><p></p><p>1. Taking action at any time during your move. Mobile fights = awesome. (But this was tempered with our Opportunity Attacks House Rule - see below).</p><p>2. The characters seemed to do what they were supposed to. (Only 1 negative - se below). One player I thought didn't like their PC early actually liked what they could do (they just hadn't read the PC over...or had some initial dificulty with the sheets).</p><p>3. Attack rolls or saves for spells. Seemed OK. I was sceptical about this, but power in the hands of attackers was good, but it was also good to be able to jump clear or fight off magical attacks too (making saves).</p><p>4. Advantage & Disadvantage. Less math, easy...and fun. (Though concerns with 'stacking'. 3 x Advantage = no bigger advantage).</p></blockquote><p></p>
[QUOTE="Connorsrpg, post: 5942808, member: 19265"] [b]Rules - The Good[/b] What we liked. 1. Taking action at any time during your move. Mobile fights = awesome. (But this was tempered with our Opportunity Attacks House Rule - see below). 2. The characters seemed to do what they were supposed to. (Only 1 negative - se below). One player I thought didn't like their PC early actually liked what they could do (they just hadn't read the PC over...or had some initial dificulty with the sheets). 3. Attack rolls or saves for spells. Seemed OK. I was sceptical about this, but power in the hands of attackers was good, but it was also good to be able to jump clear or fight off magical attacks too (making saves). 4. Advantage & Disadvantage. Less math, easy...and fun. (Though concerns with 'stacking'. 3 x Advantage = no bigger advantage). [/QUOTE]
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