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General Tabletop Discussion
*Dungeons & Dragons
Tweaking 5E: Your knobs, dials and switches.
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<blockquote data-quote="Fenris-77" data-source="post: 7641888" data-attributes="member: 6993955"><p>I often incorporate a vaguely Gumshoe approach to non-magical equipment. You tell me a good story and maybe you'll find what you need in the bottom of your backpack. It adds loads on the story side and cuts way down on book keeping and huge lists on character sheets. I like both those things. It's not quite flashbacks but it's close.</p><p></p><p>I cut short rests down to 10 minutes for my current campaign. It works there because of the party mix (the only full caster is a Bard and party doesn't have a lot of magical healing), but it wouldn't work in every campaign I've run. I find that SR hour is just really inconvenient from a narrative standpoint. I don't let the players take that 5m whenever they like mind you, they do need to find an appropriate spot (think any computer RPG ever: <em>you can't rest while enemies are nearby</em>). As a way to keep Monks, Warlocks and Fighters in play I think it works pretty well. I run a pretty cinematic campaign and the PCs tend to take a good beating on a regular basis, so they really need the SR heals to keep the adventuring day rolling.</p><p></p><p>I'm trying out some opposed rolling in combat for rogues to get sneak attack off, rather than working the hide/attack mechanic. Most of the time I find that Hide-attack-hide-attack sequence really artificial and mostly a pain in the butt. So I'll get rogues to make a stealth roll as a BA to get the same thing done, opposed as I see fit in the situation (i.e. not always against passive perception, which is often way to low to be a real barrier). The more enemies there are the harder the opposed roll. It's worked pretty well so far.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 7641888, member: 6993955"] I often incorporate a vaguely Gumshoe approach to non-magical equipment. You tell me a good story and maybe you'll find what you need in the bottom of your backpack. It adds loads on the story side and cuts way down on book keeping and huge lists on character sheets. I like both those things. It's not quite flashbacks but it's close. I cut short rests down to 10 minutes for my current campaign. It works there because of the party mix (the only full caster is a Bard and party doesn't have a lot of magical healing), but it wouldn't work in every campaign I've run. I find that SR hour is just really inconvenient from a narrative standpoint. I don't let the players take that 5m whenever they like mind you, they do need to find an appropriate spot (think any computer RPG ever: [I]you can't rest while enemies are nearby[/I]). As a way to keep Monks, Warlocks and Fighters in play I think it works pretty well. I run a pretty cinematic campaign and the PCs tend to take a good beating on a regular basis, so they really need the SR heals to keep the adventuring day rolling. I'm trying out some opposed rolling in combat for rogues to get sneak attack off, rather than working the hide/attack mechanic. Most of the time I find that Hide-attack-hide-attack sequence really artificial and mostly a pain in the butt. So I'll get rogues to make a stealth roll as a BA to get the same thing done, opposed as I see fit in the situation (i.e. not always against passive perception, which is often way to low to be a real barrier). The more enemies there are the harder the opposed roll. It's worked pretty well so far. [/QUOTE]
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Tweaking 5E: Your knobs, dials and switches.
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