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Scaling the number of off-hand attacks?
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<blockquote data-quote="TornadoCreator" data-source="post: 6626167" data-attributes="member: 6672078"><p>[MENTION=40177]Wik[/MENTION]</p><p></p><p>Interesting discussion. I think we've reached the point where we'll simply have to agree that we run the game differently and we like it for different reasons. I find obvious high fantasy to be a little too outlandish and what little knowledge I have in history I find difficult to just let go of when I play the games. I'm actually not the most knowledgeable in the group as two of my players are history students, one graduated with a masters but has done little with it, the second however is currently doing his PhD and looking to become a teacher. I also have a vicar with a degree in ancient mythology in my group, which is awkward when you're attempting to describe a legendary creature and he knows what it is and all it's weaknesses before you finish your first sentence. We've had to purposely act "in character" many times, because we know things our characters simply wouldn't. For example, I'm a forensic biochemist... which would make Shadowrun a lot less interesting if I played a character intimately familiar with forensics who knew exactly how to cover up and destroy all the evidence he's leaving behind. (It'd probably get tedious too).</p><p></p><p>As for the penalty for death save failure... honestly, my players rarely failed death saves. In a solid 4 month campaign playing every week I think less than half a dozen death saves where failed; two saves failed by the Wizard, and three failed by other characters. I didn't have a single player death in the whole campaign... all because they where careful and planned their approach. (This is also however the same group I play Shadowrun with, who've had only 3 player deaths in over 2 YEARS! of a continuous campaign playing almost every week. And 2 of them where player vs. player). If it genuinely got to the extreme you're saying where someone is failing multiple death saves by level 2, I'd almost certainly be re-evaluating that little house rule.</p><p></p><p>Honestly, if I was ever running a game online, I'd encourage you to try out my more grounded style of game. Who knows, you may find you'd like it. It's different sure, but it's very character driven and puts more emphasis on the roleplaying and adventuring part of the game, rather than the combat.</p><p></p><p>(Oh, and fishing on the open ocean... why is that a stupid idea? Surely I could set up a block and tackle, drop a weighted fishing net from a winch, much like a modern day trawler; and with a strong rope and a few men, draw in a few fish. I don't expect to get much without knowing where the local schools of fish are, and I'd keep spare nets so if I caught anything too big that may tear the net, I'm not screwed. All in all though, this seems reasonable to me though. I'm hardly going to sit at the side of the ship with my fishing rod if that's what you're picturing).</p></blockquote><p></p>
[QUOTE="TornadoCreator, post: 6626167, member: 6672078"] [MENTION=40177]Wik[/MENTION] Interesting discussion. I think we've reached the point where we'll simply have to agree that we run the game differently and we like it for different reasons. I find obvious high fantasy to be a little too outlandish and what little knowledge I have in history I find difficult to just let go of when I play the games. I'm actually not the most knowledgeable in the group as two of my players are history students, one graduated with a masters but has done little with it, the second however is currently doing his PhD and looking to become a teacher. I also have a vicar with a degree in ancient mythology in my group, which is awkward when you're attempting to describe a legendary creature and he knows what it is and all it's weaknesses before you finish your first sentence. We've had to purposely act "in character" many times, because we know things our characters simply wouldn't. For example, I'm a forensic biochemist... which would make Shadowrun a lot less interesting if I played a character intimately familiar with forensics who knew exactly how to cover up and destroy all the evidence he's leaving behind. (It'd probably get tedious too). As for the penalty for death save failure... honestly, my players rarely failed death saves. In a solid 4 month campaign playing every week I think less than half a dozen death saves where failed; two saves failed by the Wizard, and three failed by other characters. I didn't have a single player death in the whole campaign... all because they where careful and planned their approach. (This is also however the same group I play Shadowrun with, who've had only 3 player deaths in over 2 YEARS! of a continuous campaign playing almost every week. And 2 of them where player vs. player). If it genuinely got to the extreme you're saying where someone is failing multiple death saves by level 2, I'd almost certainly be re-evaluating that little house rule. Honestly, if I was ever running a game online, I'd encourage you to try out my more grounded style of game. Who knows, you may find you'd like it. It's different sure, but it's very character driven and puts more emphasis on the roleplaying and adventuring part of the game, rather than the combat. (Oh, and fishing on the open ocean... why is that a stupid idea? Surely I could set up a block and tackle, drop a weighted fishing net from a winch, much like a modern day trawler; and with a strong rope and a few men, draw in a few fish. I don't expect to get much without knowing where the local schools of fish are, and I'd keep spare nets so if I caught anything too big that may tear the net, I'm not screwed. All in all though, this seems reasonable to me though. I'm hardly going to sit at the side of the ship with my fishing rod if that's what you're picturing). [/QUOTE]
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Scaling the number of off-hand attacks?
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