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Unearthed Arcana - Which rules do you use regularly?
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<blockquote data-quote="blargney the second" data-source="post: 3613222" data-attributes="member: 14678"><p>2d10 rewards investment in an ability and encourages use of tactics. There's a Knight in the group who has focused on AC, and he's quite difficult for a single equal-CR monster to hit since their attack bonus is usually a tad less than his AC bonus. However, with a judicious application of tactics (flank, aid another) their attack eclipses his defense, and the monsters can hit him fairly consistently.</p><p></p><p>Good saving throws tend to succeed consistently, but still tank every once in a while. Poor saving throws tend to just barely fail, which encourages the use of action points. With opposed rolls, whoever has the higher modifier will usually come out ahead, or at least close enough that action points are valuable.</p><p></p><p>Critical hits don't happen as often, but they do still come up occasionally - probably about once per game. I'm actually okay with that because I was specifically aiming for a more heroic, less revolving-door campaign. Critical hits favour monsters by default, so it suits me fine that there's less random fatalities of the heroes.</p><p></p><p>Overall, there is still enough randomness that there are plenty of unusual successes and failures, but skill and focus are a bit more reliable.</p><p>-blarg</p></blockquote><p></p>
[QUOTE="blargney the second, post: 3613222, member: 14678"] 2d10 rewards investment in an ability and encourages use of tactics. There's a Knight in the group who has focused on AC, and he's quite difficult for a single equal-CR monster to hit since their attack bonus is usually a tad less than his AC bonus. However, with a judicious application of tactics (flank, aid another) their attack eclipses his defense, and the monsters can hit him fairly consistently. Good saving throws tend to succeed consistently, but still tank every once in a while. Poor saving throws tend to just barely fail, which encourages the use of action points. With opposed rolls, whoever has the higher modifier will usually come out ahead, or at least close enough that action points are valuable. Critical hits don't happen as often, but they do still come up occasionally - probably about once per game. I'm actually okay with that because I was specifically aiming for a more heroic, less revolving-door campaign. Critical hits favour monsters by default, so it suits me fine that there's less random fatalities of the heroes. Overall, there is still enough randomness that there are plenty of unusual successes and failures, but skill and focus are a bit more reliable. -blarg [/QUOTE]
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