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D&D Older Editions
Shadowdark looks so good!
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<blockquote data-quote="Jahydin" data-source="post: 8973949" data-attributes="member: 6984869"><p>Not that I saw! But I don't think it's too powerful. </p><p>A Lv 1 Wiz needs an 11 to cast a Lv 1 Charm, so around 55% of success or nothing happening. </p><p>Considering they have no armor and a dagger, rocking 2hp, seems fair.</p><p>But if they survive, they do become incredibly powerful when they level! One of the fun tradeoffs of playing them. <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>The trap rules are some of my favorite because they reward players for actively engaging and clever thinking!</p><p></p><p>Punishing traps that auto-kill just because of low rolls are just not fun IMO. Also not fun is a party that's constantly poking every brick with a pole because they're afraid of setting one off. Trusting that there will be "A Tell" every time they come across one is a relaxing thought. Also allows them to be deadly without the GM feeling guilty, since they were given a warning after all...</p><p></p><p>As for the Thief needing a roll, that comes in here:</p><p></p><p>In which case the Thief would get Advantage over their lesser-skilled companions.</p></blockquote><p></p>
[QUOTE="Jahydin, post: 8973949, member: 6984869"] Not that I saw! But I don't think it's too powerful. A Lv 1 Wiz needs an 11 to cast a Lv 1 Charm, so around 55% of success or nothing happening. Considering they have no armor and a dagger, rocking 2hp, seems fair. But if they survive, they do become incredibly powerful when they level! One of the fun tradeoffs of playing them. :) The trap rules are some of my favorite because they reward players for actively engaging and clever thinking! Punishing traps that auto-kill just because of low rolls are just not fun IMO. Also not fun is a party that's constantly poking every brick with a pole because they're afraid of setting one off. Trusting that there will be "A Tell" every time they come across one is a relaxing thought. Also allows them to be deadly without the GM feeling guilty, since they were given a warning after all... As for the Thief needing a roll, that comes in here: In which case the Thief would get Advantage over their lesser-skilled companions. [/QUOTE]
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