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The Temple of Elemental Evil (Recruiting Alternates Only)
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<blockquote data-quote="airwalkrr" data-source="post: 3913344" data-attributes="member: 12460"><p>Effective immediately, I am making a few adjustments to the campaign rules. It should not affect your characters significantly since we have yet to even play out an encounter that awards experience, so you guys should be fine.</p><p></p><p>1) Death and Dying (UA 121): I am no longer using this variant. I originally selected it to improve overall survivability while increasing the dramatic tension possible when a really powerful hit could possibly kill someone. Regarding survivability, I have opted to go a different route, elaborated below. As for dramatic tension, death by massive damage rules are probably sufficient for that.</p><p>2) Class Defense Bonus (UA 109): This is a new variant from Unearthed Arcana I am introducing to the campaign. You gain a bonus to AC based on your level (although I am going to rule it does not apply when flat-footed unless you have uncanny dodge, though it does apply to touch attacks).</p><p>3) Armor Damage Conversion (UA 112): This is another new variant from Unearthed Arcana I will be introducing. Basically, armor provides the additional benefit of converting some or all of the damage taken into nonlethal damage, depending on the armor bonus provided.</p><p></p><p>I think this system will work far better. For one, it allows unarmored characters to be a bit more effective, while still encouraging armor since it can reduce the potency of lethal blows. You won't necessarily be easier to hit without armor, but you will be far more susceptible to lethal damage. Mages will probably still want spells like mage armor and shield to reduce the possibility of death from lethal damage, but these spells become far less critical.</p></blockquote><p></p>
[QUOTE="airwalkrr, post: 3913344, member: 12460"] Effective immediately, I am making a few adjustments to the campaign rules. It should not affect your characters significantly since we have yet to even play out an encounter that awards experience, so you guys should be fine. 1) Death and Dying (UA 121): I am no longer using this variant. I originally selected it to improve overall survivability while increasing the dramatic tension possible when a really powerful hit could possibly kill someone. Regarding survivability, I have opted to go a different route, elaborated below. As for dramatic tension, death by massive damage rules are probably sufficient for that. 2) Class Defense Bonus (UA 109): This is a new variant from Unearthed Arcana I am introducing to the campaign. You gain a bonus to AC based on your level (although I am going to rule it does not apply when flat-footed unless you have uncanny dodge, though it does apply to touch attacks). 3) Armor Damage Conversion (UA 112): This is another new variant from Unearthed Arcana I will be introducing. Basically, armor provides the additional benefit of converting some or all of the damage taken into nonlethal damage, depending on the armor bonus provided. I think this system will work far better. For one, it allows unarmored characters to be a bit more effective, while still encouraging armor since it can reduce the potency of lethal blows. You won't necessarily be easier to hit without armor, but you will be far more susceptible to lethal damage. Mages will probably still want spells like mage armor and shield to reduce the possibility of death from lethal damage, but these spells become far less critical. [/QUOTE]
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