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<blockquote data-quote="volanin" data-source="post: 7259874" data-attributes="member: 69817"><p>It's updated to version 1.2, and uploaded to DM's Guild!</p><p>Thanks everybody!</p><p></p><p></p><p><a href="http://www.dmsguild.com/product/224253" target="_blank">http://www.dmsguild.com/product/224253</a></p><p></p><p></p><p>Changes:</p><p></p><p><strong>1.</strong> Tighter introduction and text.</p><p><strong>2.</strong> Cover and Terrain Features must be engaged.</p><p><strong>3.</strong> Rules on Movement Speed</p><p><strong>4.</strong> Weapons with Reach</p><p></p><p></p><p>Please, keep the FEEDBACK coming!</p><p>It's really important! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p></p><p></p><p></p><p>Maybe I'll write an extended actual play in the future, but right now I am trying to keep it at just 2 pages.</p><p>My ability to write succinctly has increased at least 2 levels. It's hard! </p><p></p><p></p><p></p><p></p><p>I completely stole this terminology as well!</p><p>Movement Advantage and Movement Disadvantage make everything clearer. Thanks!</p><p></p><p>The only thing that I changed was Movement Disadvantage's "cannot Intercept" to "cannot Dash", since Dash represents movement better than Intercept and creates a coherent opposition to Movement Advantage's "free" Dash. Yet, there is a provision to allow movement to the Far range by using your whole turn (and you cannot Engage as part of this movement).</p><p></p><p></p><p></p><p></p><p>Allowing a class to Dash as part of your free movement everytime is way too overpowered in my opinion, because it basically breaks the Rock/Paper/Scissors tactics, which shouldn't happen even for high-level Monks! Instead, I still used the idea of Dash as part of the movement, but only when temporary effects are acting upon you (like the Haste Spell).</p></blockquote><p></p>
[QUOTE="volanin, post: 7259874, member: 69817"] It's updated to version 1.2, and uploaded to DM's Guild! Thanks everybody! [URL]http://www.dmsguild.com/product/224253[/URL] Changes: [B]1.[/B] Tighter introduction and text. [B]2.[/B] Cover and Terrain Features must be engaged. [B]3.[/B] Rules on Movement Speed [B]4.[/B] Weapons with Reach Please, keep the FEEDBACK coming! It's really important! :) Maybe I'll write an extended actual play in the future, but right now I am trying to keep it at just 2 pages. My ability to write succinctly has increased at least 2 levels. It's hard! I completely stole this terminology as well! Movement Advantage and Movement Disadvantage make everything clearer. Thanks! The only thing that I changed was Movement Disadvantage's "cannot Intercept" to "cannot Dash", since Dash represents movement better than Intercept and creates a coherent opposition to Movement Advantage's "free" Dash. Yet, there is a provision to allow movement to the Far range by using your whole turn (and you cannot Engage as part of this movement). Allowing a class to Dash as part of your free movement everytime is way too overpowered in my opinion, because it basically breaks the Rock/Paper/Scissors tactics, which shouldn't happen even for high-level Monks! Instead, I still used the idea of Dash as part of the movement, but only when temporary effects are acting upon you (like the Haste Spell). [/QUOTE]
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