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True 20 - Is it really Simpler?
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<blockquote data-quote="Wrathamon" data-source="post: 3011290" data-attributes="member: 7989"><p>I agree with DnDChick... try the rules out as written before any houserules to the mechanics.</p><p></p><p>Conviction must be driven into the players (remind them to use it) till they grow use to the idea this simple mechanic really helps change the lethality to a more heroic game.</p><p></p><p>I use tokens to represent the effects of damage to help ease the bookkeeping of penalties.</p><p></p><p>I also make have the players mark down the DC of the weapon damage so it is already added up for speeding up that portion of play.</p><p></p><p>If you feel the game still isnt feeling the way you like it to try minor changes first.</p><p></p><p>The game is really easy to balance with a few minor changes if you want it to feel diffferent.</p><p>Changing the base DCs for Toughness saves by a point or two is a huge difference in feel, as is, adding or taking away conviction points. </p><p></p><p></p><p>* my only two houserules, so far is I changed the Lucky feat by adding in the player must spend a conviction point to activate it and removing the conviction point ability to mimic a feat the player doesnt have. </p><p></p><p>I have been tinkering with a benefit for reach and two handed weapons but I havent tried it out in play yet.</p></blockquote><p></p>
[QUOTE="Wrathamon, post: 3011290, member: 7989"] I agree with DnDChick... try the rules out as written before any houserules to the mechanics. Conviction must be driven into the players (remind them to use it) till they grow use to the idea this simple mechanic really helps change the lethality to a more heroic game. I use tokens to represent the effects of damage to help ease the bookkeeping of penalties. I also make have the players mark down the DC of the weapon damage so it is already added up for speeding up that portion of play. If you feel the game still isnt feeling the way you like it to try minor changes first. The game is really easy to balance with a few minor changes if you want it to feel diffferent. Changing the base DCs for Toughness saves by a point or two is a huge difference in feel, as is, adding or taking away conviction points. * my only two houserules, so far is I changed the Lucky feat by adding in the player must spend a conviction point to activate it and removing the conviction point ability to mimic a feat the player doesnt have. I have been tinkering with a benefit for reach and two handed weapons but I havent tried it out in play yet. [/QUOTE]
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