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Saving the multiverse from the bane of the d20 System
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<blockquote data-quote="I'm A Banana" data-source="post: 436360" data-attributes="member: 2067"><p>Fallin' ain't deadly. A *real* hero knows how to roll, how to bounce, how to slow his fall at the last minute, how to use the air itself as padding. A *real* hero can turn a 60' straight vertical drop into nothing more dangerous than a trip if he's lucky.</p><p></p><p>Commoners should be killed by a drop like that. Bloody people are supposed to be *saved* from abject evil by us heroes.</p><p></p><p>IMHO, if you don't want to get into the "superheroics" feel of D&D, curb your games at low levels. There's nothing wrong spending a few weeks/months just getting to level 5, and having the adventure end there. Maybe some system of improvement gradually is needed to kind of make those more worthwhile (otherwise your character is fairly static from week to week), but that shouldn't be too extremely hard to develop.</p><p></p><p>*shrug* I think the basic d20 rules can handle a lot of stuff, with a few tweaks here and there.</p><p></p><p>But D&D has HEROES! And heroes don't die from fallin'. Ever. Even if anything else would. Even if they drop off of a dragon at cruising altitude. Why? Because they're HEROES! It takes a bit more than gravity to kill them (unless it's gravity wielded my a malevolent force somewhere that the heroes must stop). I don't want my character on the 7th story to worry about having to fight the mummies and vamps single-handedly, when they can flee HEROICALLY! and return later with reinforcements.</p></blockquote><p></p>
[QUOTE="I'm A Banana, post: 436360, member: 2067"] Fallin' ain't deadly. A *real* hero knows how to roll, how to bounce, how to slow his fall at the last minute, how to use the air itself as padding. A *real* hero can turn a 60' straight vertical drop into nothing more dangerous than a trip if he's lucky. Commoners should be killed by a drop like that. Bloody people are supposed to be *saved* from abject evil by us heroes. IMHO, if you don't want to get into the "superheroics" feel of D&D, curb your games at low levels. There's nothing wrong spending a few weeks/months just getting to level 5, and having the adventure end there. Maybe some system of improvement gradually is needed to kind of make those more worthwhile (otherwise your character is fairly static from week to week), but that shouldn't be too extremely hard to develop. *shrug* I think the basic d20 rules can handle a lot of stuff, with a few tweaks here and there. But D&D has HEROES! And heroes don't die from fallin'. Ever. Even if anything else would. Even if they drop off of a dragon at cruising altitude. Why? Because they're HEROES! It takes a bit more than gravity to kill them (unless it's gravity wielded my a malevolent force somewhere that the heroes must stop). I don't want my character on the 7th story to worry about having to fight the mummies and vamps single-handedly, when they can flee HEROICALLY! and return later with reinforcements. [/QUOTE]
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