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D&D Older Editions, OSR, & D&D Variants
Pharaoh's Blood - A Fan-Made D&D 3.5 Rules Supplement
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<blockquote data-quote="Grunker" data-source="post: 5690566" data-attributes="member: 6667966"><p>Before I reply to ya brodude, let me just take the time to say that although I really appreciate you taking the time to gimme some feedback, the house-rules are pretty much set in stone. We've been playing a LONG time with those, and those don't warp the game in any way (at least for us).</p><p></p><p>I simply provided them because Pharaoh's Blood have a few references to them (so you'd know what was what).</p><p></p><p>That said, I'll take the time to reply to your specifics, but I hope this thread can be about Pharaoh's Blood <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p></p><p></p><p>Yep, we don't use energy drain that much except for monster abilities. It works pretty well for us.</p><p></p><p></p><p></p><p>You're right, it's an old leftover from the old house-rule set we used.</p><p></p><p></p><p></p><p>We haven't really been in a situation where this would be an issue; hence the change. I am comfortable this would be remedied should we find ourselves in that situation <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></p><p></p><p>The point is gameplay. Re-name it to "Weapon Skill" or something if that suits you. We don't really care (it's the same reason we use the Wu-Jen as a Mulhorandi flavour - just because it says "Wu-Jen" doesn't mean you have to call it that in the game. A class is just a set of mechanics).</p><p></p><p>In essence, picking WF and WS for anything but a Warblade meant less use for the cool items the players found on adventures. This was an unnecessary limitation.</p><p></p><p></p><p></p><p>We've been playing with these rules for over two years now and they have never posed a major problem. "Ridiculous" is very much in the eye of the beholder. Yes - the impact of a fumble is much greater now, BUT it doesn't mean as much.</p><p></p><p>We mostly play pre-written adventures (we just completed The Banewarrens, which was pretty excellent by the way) and the range of options player's have at their disposal make them a bit tougher than the creatures in your standard adventure. Add to this that we are very experienced (most of my players have played different forms of pen & paper for more than 10 years) and most of us know the rule-set pretty well, the additional challenge suits us. Throwing a monkey wrench in the player's dealings by increasing the impact of a fumble by a large degree doesn't nuke them as much as you'd think.</p><p></p><p><strong>But, if there are further comments I'd really like it if they could revolve around the rules supplement <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></strong></p></blockquote><p></p>
[QUOTE="Grunker, post: 5690566, member: 6667966"] Before I reply to ya brodude, let me just take the time to say that although I really appreciate you taking the time to gimme some feedback, the house-rules are pretty much set in stone. We've been playing a LONG time with those, and those don't warp the game in any way (at least for us). I simply provided them because Pharaoh's Blood have a few references to them (so you'd know what was what). That said, I'll take the time to reply to your specifics, but I hope this thread can be about Pharaoh's Blood :D Yep, we don't use energy drain that much except for monster abilities. It works pretty well for us. You're right, it's an old leftover from the old house-rule set we used. We haven't really been in a situation where this would be an issue; hence the change. I am comfortable this would be remedied should we find ourselves in that situation :) The point is gameplay. Re-name it to "Weapon Skill" or something if that suits you. We don't really care (it's the same reason we use the Wu-Jen as a Mulhorandi flavour - just because it says "Wu-Jen" doesn't mean you have to call it that in the game. A class is just a set of mechanics). In essence, picking WF and WS for anything but a Warblade meant less use for the cool items the players found on adventures. This was an unnecessary limitation. We've been playing with these rules for over two years now and they have never posed a major problem. "Ridiculous" is very much in the eye of the beholder. Yes - the impact of a fumble is much greater now, BUT it doesn't mean as much. We mostly play pre-written adventures (we just completed The Banewarrens, which was pretty excellent by the way) and the range of options player's have at their disposal make them a bit tougher than the creatures in your standard adventure. Add to this that we are very experienced (most of my players have played different forms of pen & paper for more than 10 years) and most of us know the rule-set pretty well, the additional challenge suits us. Throwing a monkey wrench in the player's dealings by increasing the impact of a fumble by a large degree doesn't nuke them as much as you'd think. [b]But, if there are further comments I'd really like it if they could revolve around the rules supplement ;)[/b] [/QUOTE]
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