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Things your table should do, but doesn't do- The Fun v. Efficiency Thread
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<blockquote data-quote="doctorbadwolf" data-source="post: 7633240" data-attributes="member: 6704184"><p>That seems more like increasing fun by increasing efficiency! </p><p></p><p>As for the OP, my group does the opposite. We don't enjoy average damage, so no matter how many dice have to be rolled to get damage totals, we roll 'em. </p><p></p><p>We also don't enjoy the overly simplified crafting rules, so we use a custom mix of dmg and xanathar's rules, with tool/arcana checks to help determine how quickly it gets done, whether we waste resources, and how likely complications are to crop up. We also split the cost and time between crafting and R&D. </p><p></p><p>My character has a familiar, and the Dragon's Breath spell, but I don't use them in combination because I don't want to risk overshadowing the BM Ranger. </p><p></p><p>We don't hand wave the passage of time in my buddy's campaign, because that campaign has stuff going on behind the scenes that isn't dependent at all on what we are doing, so he tracks days of travel, rest, etc, and keeps it in a notebook calendar. This actually adds some fun because he uses the last year's calendar to determine things like the phase of the moon, weather in certain parts of the world, and thus night time lighting conditions and travel conditions. Normally we'd ignore all of that, but it's more fun for us in this campaign to track it.</p><p></p><p>edit: I mentioned it in another thread, but we also don't kill enemies automatically when they hit 0hp, no intelligent races (so far) are genetically evil (and thus can't just be slaughtered without a second thought), and we don't leave enemies with no skills proficiency or even race benefits, even though it's much simpler to do so.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7633240, member: 6704184"] That seems more like increasing fun by increasing efficiency! As for the OP, my group does the opposite. We don't enjoy average damage, so no matter how many dice have to be rolled to get damage totals, we roll 'em. We also don't enjoy the overly simplified crafting rules, so we use a custom mix of dmg and xanathar's rules, with tool/arcana checks to help determine how quickly it gets done, whether we waste resources, and how likely complications are to crop up. We also split the cost and time between crafting and R&D. My character has a familiar, and the Dragon's Breath spell, but I don't use them in combination because I don't want to risk overshadowing the BM Ranger. We don't hand wave the passage of time in my buddy's campaign, because that campaign has stuff going on behind the scenes that isn't dependent at all on what we are doing, so he tracks days of travel, rest, etc, and keeps it in a notebook calendar. This actually adds some fun because he uses the last year's calendar to determine things like the phase of the moon, weather in certain parts of the world, and thus night time lighting conditions and travel conditions. Normally we'd ignore all of that, but it's more fun for us in this campaign to track it. edit: I mentioned it in another thread, but we also don't kill enemies automatically when they hit 0hp, no intelligent races (so far) are genetically evil (and thus can't just be slaughtered without a second thought), and we don't leave enemies with no skills proficiency or even race benefits, even though it's much simpler to do so. [/QUOTE]
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Things your table should do, but doesn't do- The Fun v. Efficiency Thread
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