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Playtest Report, or how Kobolds almost TPKed the PCs in the first combat!
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<blockquote data-quote="Klaus" data-source="post: 6076303" data-attributes="member: 607"><p>He never read (or heard of) the D&D comic, he just picked a name from the elf name list (the other characters are there, too). I was sure to point it out to him afterwards.</p><p></p><p>One thing that bothered me was that the players were already falling into that "we need to buy healing potions" mentality, which is contrary to the game's intent of not requiring magic. IMHO, the system needs more incentive for the PCs to keep going.</p><p></p><p>House rules at the moment:</p><p>- Refocus: spend an action to roll a Hit Dice in combat.</p><p>- Hit Dice number equals level +1 (so 2HD at first level, like a 1e ranger. <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=";)" /> ).</p><p>- Hit Dice increase: Fighter, Paladins, Rangers, Berserkers, etc - d12. Clerics of the Warbringer, Protector; Monks - d10. Rogues, other Clerics, Wizards - d8.</p><p>- Mage Armor: adds Int to AC if the character isn't wearing armor or using a shield.</p><p>- Clerics get one more cantrip.</p><p>- Channel Divinity begins at 2/day, but no more than 1 per 10 minutes (really taxing for a mortal's body to channel divine energy).</p><p>- Specialist wizards choose one 1st-level spell as their signature spell. They regain its use after 1 hour. Generalist Wizards cast 1 additional spell of the highest level they can cast, and get one more cantrip.</p><p>- Fighters begin with two maneuvers.</p><p>- Humans attributes are +1 to two scores. Humans skill dice increase by one size, up to d12. Humans can choose training in one skill from a different background. In a basic game (based on what was said in the Google Hangout thing), humans can add skill die to a second ability score.</p></blockquote><p></p>
[QUOTE="Klaus, post: 6076303, member: 607"] He never read (or heard of) the D&D comic, he just picked a name from the elf name list (the other characters are there, too). I was sure to point it out to him afterwards. One thing that bothered me was that the players were already falling into that "we need to buy healing potions" mentality, which is contrary to the game's intent of not requiring magic. IMHO, the system needs more incentive for the PCs to keep going. House rules at the moment: - Refocus: spend an action to roll a Hit Dice in combat. - Hit Dice number equals level +1 (so 2HD at first level, like a 1e ranger. ;) ). - Hit Dice increase: Fighter, Paladins, Rangers, Berserkers, etc - d12. Clerics of the Warbringer, Protector; Monks - d10. Rogues, other Clerics, Wizards - d8. - Mage Armor: adds Int to AC if the character isn't wearing armor or using a shield. - Clerics get one more cantrip. - Channel Divinity begins at 2/day, but no more than 1 per 10 minutes (really taxing for a mortal's body to channel divine energy). - Specialist wizards choose one 1st-level spell as their signature spell. They regain its use after 1 hour. Generalist Wizards cast 1 additional spell of the highest level they can cast, and get one more cantrip. - Fighters begin with two maneuvers. - Humans attributes are +1 to two scores. Humans skill dice increase by one size, up to d12. Humans can choose training in one skill from a different background. In a basic game (based on what was said in the Google Hangout thing), humans can add skill die to a second ability score. [/QUOTE]
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