Flynn said:I do find that I have more freedom to DM in combat if I use this variant, instead of focusing on rolling for the masses, so to speak.
I still hope I get to use it in the future, though,
Flynn
blargney the second said:I'm running a campaign right now where we're using a few UA variants to highlight the heroic abilities of the PCs:
1) Players roll all the dice. This gives them the feeling of having more control over their characters' destinies, especially in conjunction with...
2) Action points (Eberronian). They can apply to AC checks in addition to the usual suspects.
3) Semi-bell curve rolling with 2d10. If a character is good at something, they will be a bit more consistently good at it. Relative ability is emphasized more than luck.
4) Armor as damage conversion. The PCs are going to be taken out just as quickly as regular D&D. The difference is that they will be unconscious rather than dead. A little nonlethal damage goes a long way.
There are some others in effect as well, but those four define most of the feeling in our game. It's been awesome so far!
-blarg
Emirikol said:We also use "Taint" for ALL spellcasters (yes, including paladins and LG clerics..magic is EEEEEEVILLLLLL in our campaigns.
Jay
Alisair Longreach said:All class skills at rank equal to level
Heh, true, some things just really do require "class levels in the class that gives this" rather than your Magic Rating. It's a good system for people who aren't allowed to munchkinize it, though.TerraDave said:-magic rating (kinda sorta)
Have you got any more to say on precisely how this works out for you (unexpected consequences, etc.)? It sounds like a rather attractive idea, since the flat 1-20 probability seems to end up leading to more weird, spectacularly good or bad results than is really desireable (that is, extremely rolls happen often enough that they're not as interesting as they oughta be). Seems like it would be a mild benefit to the PCs in the long run, since they generally have the weight of bonuses on their side, and more reliable results favor the kind of careful planning players often get into, while occasional dumb luck is the only thing their hordes of weaker enemies have going for 'em.blargney the second said:3) Semi-bell curve rolling with 2d10. If a character is good at something, they will be a bit more consistently good at it. Relative ability is emphasized more than luck.