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Our most serious variants: what do you think?
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<blockquote data-quote="Capellan" data-source="post: 561708" data-attributes="member: 6294"><p>In order ...</p><p></p><p>1. I don't like fumbles. They slow the game down, they happen more often at high levels than low (which makes no sense) because you're rolling more dice, and they add an additional element of randomness that I don't believe the game needs. It's enough that a '1' always misses on an attack, to my mind.</p><p></p><p>2. Only rolling initiative once is easily on my "top ten best changes for 3E". I <em>hated</em> 2E initiative, and I have no desire to see it return - even in part. This adds more randomness again, I notice. How does your DM adjudicate when a spell ends, since it would normally do so on the caster's initiative?</p><p></p><p>3. Again, this adds randomness, since criticals will occur just as often for barely-skilled characters as for weapon masters. I think it's a bad change. I'll bet everyone in the campaign is desperate for Improved Critical and a Keen weapon, though!</p><p></p><p>4. I see little point in this change - as has been pointed out, the only thing it accomplishes is to delay the use of a 'real' healing spell until after the character has been 'reset'.</p><p></p><p>YMMV, of course. Obviously your DM's does!</p></blockquote><p></p>
[QUOTE="Capellan, post: 561708, member: 6294"] In order ... 1. I don't like fumbles. They slow the game down, they happen more often at high levels than low (which makes no sense) because you're rolling more dice, and they add an additional element of randomness that I don't believe the game needs. It's enough that a '1' always misses on an attack, to my mind. 2. Only rolling initiative once is easily on my "top ten best changes for 3E". I [i]hated[/i] 2E initiative, and I have no desire to see it return - even in part. This adds more randomness again, I notice. How does your DM adjudicate when a spell ends, since it would normally do so on the caster's initiative? 3. Again, this adds randomness, since criticals will occur just as often for barely-skilled characters as for weapon masters. I think it's a bad change. I'll bet everyone in the campaign is desperate for Improved Critical and a Keen weapon, though! 4. I see little point in this change - as has been pointed out, the only thing it accomplishes is to delay the use of a 'real' healing spell until after the character has been 'reset'. YMMV, of course. Obviously your DM's does! [/QUOTE]
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