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<blockquote data-quote="the Jester" data-source="post: 9706683" data-attributes="member: 1210"><p>So an update. </p><p></p><p>First of all, I have changed a few things; bonus dice start at a d4 now, I have removed Action Surge from fighters, and I have instituted Action Points for all characters. These work like in 4e: they reset to 1 AP after a long rest and you gain 1 AP about every other meaningful encounter. You can spend 1 to take an extra action, and you can only spend 1 per round. Also, some feats now include a "when you spend an action point" clause that gives you an extra something. You can only benefit from one such clause per AP spent. </p><p></p><p>Also, some monsters now do special stuff on a crit. There's an example below. </p><p></p><p>I have now run two sessions each for two different groups with my system. So far, it's going great! </p><p></p><p>No pcs have died, though one did lose an eye to a critical hit from a blood hawk. This group is working to earn their initiations into the local Adventurers' Guild. To do so, they have to complete three tasks. The first one was to convince a local gangster who was the son of their guild contact to surrender his child so that it wouldn't be brought up in the gang. This required some diplomacy, and was complicated when some gangsters tried to take the child back as part of a scheme to discredit the father. (Two of them were blood hawk handlers, and that's where the lost eye came in.)</p><p></p><p>The second task was to kill one monster for each pc that were infesting the local canal network. These included giant bloodworms and bunyips. This went pretty well, too. </p><p></p><p>The third task is to track down a renegade gnome wizard and either bring him in or clear his name. They're just starting that one. </p><p></p><p>Group 2 is playing through Of Sound Mind, by our very own Piratecat (though I don't know if he's still on the boards; haven't seen him in a dog's age). Basically the party encountered a farmer who was trying to wrangle two of his horses that had escaped his pasture and helped get them back under control; entered the small community where the adventure takes place; learned about some of the local issues, including some missing children, as well as a plague of headaches and bad dreams; and set out to find the missing kids. They found some tracks that indicated that the kids might have been kidnapped by goblins, followed them to a nigh-unclimbable mountain, hired a local mountaineer to help them ascend, got attacked from above while on the mountain's face and were forced to retreat, and returned to town.</p><p></p><p>They then learned that the farmer they had helped had been murdered. Investigating, they discovered that those two rogue horses were responsible and had strange powers. They managed to dispatch the horses, and found strange crystals implanted in their heads.</p><p></p><p>So far both groups are about 2/3 of the way to 2nd level- advancement is happening at about the pace I want. Both are having fun, and I'm pretty happy with the way the game is playing. One player was initially a little discombobulated by the fact that there's no at will magic, but she has only played 4e and 5e before, and she's adjusting. </p><p></p><p>So, overall- so far, so good!</p></blockquote><p></p>
[QUOTE="the Jester, post: 9706683, member: 1210"] So an update. First of all, I have changed a few things; bonus dice start at a d4 now, I have removed Action Surge from fighters, and I have instituted Action Points for all characters. These work like in 4e: they reset to 1 AP after a long rest and you gain 1 AP about every other meaningful encounter. You can spend 1 to take an extra action, and you can only spend 1 per round. Also, some feats now include a "when you spend an action point" clause that gives you an extra something. You can only benefit from one such clause per AP spent. Also, some monsters now do special stuff on a crit. There's an example below. I have now run two sessions each for two different groups with my system. So far, it's going great! No pcs have died, though one did lose an eye to a critical hit from a blood hawk. This group is working to earn their initiations into the local Adventurers' Guild. To do so, they have to complete three tasks. The first one was to convince a local gangster who was the son of their guild contact to surrender his child so that it wouldn't be brought up in the gang. This required some diplomacy, and was complicated when some gangsters tried to take the child back as part of a scheme to discredit the father. (Two of them were blood hawk handlers, and that's where the lost eye came in.) The second task was to kill one monster for each pc that were infesting the local canal network. These included giant bloodworms and bunyips. This went pretty well, too. The third task is to track down a renegade gnome wizard and either bring him in or clear his name. They're just starting that one. Group 2 is playing through Of Sound Mind, by our very own Piratecat (though I don't know if he's still on the boards; haven't seen him in a dog's age). Basically the party encountered a farmer who was trying to wrangle two of his horses that had escaped his pasture and helped get them back under control; entered the small community where the adventure takes place; learned about some of the local issues, including some missing children, as well as a plague of headaches and bad dreams; and set out to find the missing kids. They found some tracks that indicated that the kids might have been kidnapped by goblins, followed them to a nigh-unclimbable mountain, hired a local mountaineer to help them ascend, got attacked from above while on the mountain's face and were forced to retreat, and returned to town. They then learned that the farmer they had helped had been murdered. Investigating, they discovered that those two rogue horses were responsible and had strange powers. They managed to dispatch the horses, and found strange crystals implanted in their heads. So far both groups are about 2/3 of the way to 2nd level- advancement is happening at about the pace I want. Both are having fun, and I'm pretty happy with the way the game is playing. One player was initially a little discombobulated by the fact that there's no at will magic, but she has only played 4e and 5e before, and she's adjusting. So, overall- so far, so good! [/QUOTE]
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