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<blockquote data-quote="Piperken" data-source="post: 9604314" data-attributes="member: 7047091"><p>If I had the choice w/o present constraints, I'd probably play or run a niche OSR-ish game/setting.</p><p><em>(2E has its space in my beating heart).</em></p><p></p><p></p><p></p><p>1) If the game uses AC, yes, I lean towards ascending.</p><p></p><p>2) I've been taken by <em>GLOG</em> style classes, but also admire the kits one finds in <em>Cairn</em> as well.</p><p></p><p>3) d20 + Adv. & Disadv. is the big one for me.</p><p></p><p>7) One way besides changing creature abilities would be to change <em>how</em> monsters are written and presented to the DM. How might you portray a lich or a member of the Seelie Court for example; they have wholly different motivations, and will say or do different frightening things to obtain them.</p><p></p><p>8) The feeling I sense contributing to this, is that players who're familiar with how magic/spell casting is handled in D&D, are tired of it.</p><p></p><p>9) This ties into (8) to a degree; less often spell casting means less need for <em>gobs of magic resistance (tm)</em>.</p><p></p><p>11) Also tied to (8); here I'd advocate transforming "bad" spells into <em>mundane</em> knacks to help fill out the moving parts quota desired by players, w/o becoming too complicated.</p></blockquote><p></p>
[QUOTE="Piperken, post: 9604314, member: 7047091"] If I had the choice w/o present constraints, I'd probably play or run a niche OSR-ish game/setting. [I](2E has its space in my beating heart).[/I] 1) If the game uses AC, yes, I lean towards ascending. 2) I've been taken by [I]GLOG[/I] style classes, but also admire the kits one finds in [I]Cairn[/I] as well. 3) d20 + Adv. & Disadv. is the big one for me. 7) One way besides changing creature abilities would be to change [I]how[/I] monsters are written and presented to the DM. How might you portray a lich or a member of the Seelie Court for example; they have wholly different motivations, and will say or do different frightening things to obtain them. 8) The feeling I sense contributing to this, is that players who're familiar with how magic/spell casting is handled in D&D, are tired of it. 9) This ties into (8) to a degree; less often spell casting means less need for [I]gobs of magic resistance (tm)[/I]. 11) Also tied to (8); here I'd advocate transforming "bad" spells into [I]mundane[/I] knacks to help fill out the moving parts quota desired by players, w/o becoming too complicated. [/QUOTE]
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