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<blockquote data-quote="Mannahnin" data-source="post: 8843881" data-attributes="member: 7026594"><p>Well, "officially". Max HP at first level didn't become an official core rule until what, 3rd edition? But it was an extremely common house rule before that. To my recollection all of my 2E games used it, and it was a common practice in 1E as well.</p><p></p><p></p><p>This is the way I <em>mostly</em> prefer to play and run as well, but it's definitely a subjective preference. I do like to see the option for characters to have a signature weapon and not suffer for it be supported, at least in some games.</p><p></p><p></p><p>Wow. Really interesting. I do tend to find that really long adventures are tough for me to study and absorb, but there are designs which are more accessible and better-written, and laid out with good information design so I can quickly refresh my memory at the table while running. Bryce Lynch talks a lot about some principles of good adventure writing/design on his massive review blog, tenfootpole.org. Some of them are of course subjective, and his tastes run to old-school, location-based adventures for the most part, but he's got some great universal principles in there. Someone summarized a bunch of them on a blog, here:</p><p></p><p>[URL unfurl="true"]http://into-the-dark-rpg.blogspot.com/2016/07/bryce-lynchs-adventure-design-tips.html[/URL]</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 8843881, member: 7026594"] Well, "officially". Max HP at first level didn't become an official core rule until what, 3rd edition? But it was an extremely common house rule before that. To my recollection all of my 2E games used it, and it was a common practice in 1E as well. This is the way I [I]mostly[/I] prefer to play and run as well, but it's definitely a subjective preference. I do like to see the option for characters to have a signature weapon and not suffer for it be supported, at least in some games. Wow. Really interesting. I do tend to find that really long adventures are tough for me to study and absorb, but there are designs which are more accessible and better-written, and laid out with good information design so I can quickly refresh my memory at the table while running. Bryce Lynch talks a lot about some principles of good adventure writing/design on his massive review blog, tenfootpole.org. Some of them are of course subjective, and his tastes run to old-school, location-based adventures for the most part, but he's got some great universal principles in there. Someone summarized a bunch of them on a blog, here: [URL unfurl="true"]http://into-the-dark-rpg.blogspot.com/2016/07/bryce-lynchs-adventure-design-tips.html[/URL] [/QUOTE]
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