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Some 4e house rules I'm considering...
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<blockquote data-quote="Rel" data-source="post: 4503030" data-attributes="member: 99"><p>So I've been reading the comments here and at CM and doing some contemplating and here's what I've come up with:</p><p></p><p>On Craft/Profession skills: I'm more and more in love with my own creation (surprise!) all the time. Chiefly because it adds virtually no extra hassle and never intrudes upon the rest of the system more than you want it to.</p><p></p><p>Just from a pure roleplaying/background perspective, I think that the questions I pose (former employment? hobbies?) are good information to have. And if those skills never come up in play, all you invested was the less-than-two-minutes that it took during character creation. And if they become more integral to the rest of the campaign then it's all bonus.</p><p></p><p>On Wounds: I've read the general ideas of Ari's system from the APG and I think that we are drinking the same kool-aid in general. As I previously mentioned, I had considered using the Disease Track as a way of implementing this when I first had the idea. I shied away from doing that because of all the variable DCs.</p><p></p><p>I guess that what I'm still hesitant about is that I'm saying, "For the sake of realism, I'm taking something simple (Hit Points) and adding some complexity (Wounds)." That road from simplicity to complexity in the name of realism is paved with good intentions but we know where it eventually leads (Rolemaster). I'll admit that I have no experience using the Disease Track or how much complexity it thrusts upon you but it has the look of going a bit too far down the Complexity/Realism road than I'm wild about.</p><p></p><p>Having not only a variety of wounds but also having them being in different states of getting better or worse means an increase in tracking that might push this notion from "interesting add-on" over to "right pain in the ass". I suppose there is no way to tell without playtesting.</p><p></p><p>I think what I'm leaning toward right now is the idea that, instead of a flat "Save Ends" roll that, since I'm already needing to decide a Heal DC anyway, I'll have it be a "Skill Roll Ends" where the Wounded PC can either make an Endurance check or someone skilled in Heal makes a successful Heal check vs the DC of the Wound. That DC will be set like any other DC would, appropriate to the level of the party. I can justify the increasing Endurance/Heal DC as the party increases in level by simply saying, "Well you're fighting nastier monsters nowadays. They inflict nastier wounds."</p><p></p><p>That just leaves me with populating my chart of possible injuries and assigning appropriate penalties. I'll post that whenever I complete it.</p><p></p><p>I'm still open to feedback, especially with regards to your own experiences with the Disease Track whether used for normal diseases or APG's Lingering Injuries System.</p></blockquote><p></p>
[QUOTE="Rel, post: 4503030, member: 99"] So I've been reading the comments here and at CM and doing some contemplating and here's what I've come up with: On Craft/Profession skills: I'm more and more in love with my own creation (surprise!) all the time. Chiefly because it adds virtually no extra hassle and never intrudes upon the rest of the system more than you want it to. Just from a pure roleplaying/background perspective, I think that the questions I pose (former employment? hobbies?) are good information to have. And if those skills never come up in play, all you invested was the less-than-two-minutes that it took during character creation. And if they become more integral to the rest of the campaign then it's all bonus. On Wounds: I've read the general ideas of Ari's system from the APG and I think that we are drinking the same kool-aid in general. As I previously mentioned, I had considered using the Disease Track as a way of implementing this when I first had the idea. I shied away from doing that because of all the variable DCs. I guess that what I'm still hesitant about is that I'm saying, "For the sake of realism, I'm taking something simple (Hit Points) and adding some complexity (Wounds)." That road from simplicity to complexity in the name of realism is paved with good intentions but we know where it eventually leads (Rolemaster). I'll admit that I have no experience using the Disease Track or how much complexity it thrusts upon you but it has the look of going a bit too far down the Complexity/Realism road than I'm wild about. Having not only a variety of wounds but also having them being in different states of getting better or worse means an increase in tracking that might push this notion from "interesting add-on" over to "right pain in the ass". I suppose there is no way to tell without playtesting. I think what I'm leaning toward right now is the idea that, instead of a flat "Save Ends" roll that, since I'm already needing to decide a Heal DC anyway, I'll have it be a "Skill Roll Ends" where the Wounded PC can either make an Endurance check or someone skilled in Heal makes a successful Heal check vs the DC of the Wound. That DC will be set like any other DC would, appropriate to the level of the party. I can justify the increasing Endurance/Heal DC as the party increases in level by simply saying, "Well you're fighting nastier monsters nowadays. They inflict nastier wounds." That just leaves me with populating my chart of possible injuries and assigning appropriate penalties. I'll post that whenever I complete it. I'm still open to feedback, especially with regards to your own experiences with the Disease Track whether used for normal diseases or APG's Lingering Injuries System. [/QUOTE]
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