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Variants I am thinking of trying
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<blockquote data-quote="Lanliss" data-source="post: 6918398" data-attributes="member: 6801219"><p>I want to add a bit more fun to my games, so I am thinking of trying a few Variants from the DMG. Just let me know if you have tried any of them, and how they worked out.</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong><em>Lingering Injuries</em></strong>: I want my players to be a bit more invested in the world and their characters, and I feel like this will help with that. A Kobold Assassin with a spike on his tail is one thing, but a Kobold Assassin who lost his tail to acid? Will be running this by my players first of course, but think it will help to add depth to their characters.</li> <li data-xf-list-type="ul"><em><strong>Healing Surge</strong></em>: none of my players went with healing, and it showed in our last game where two of them went down, and almost the third, from a pair of giant lizards. Will give them some healing to use at will, and see if that helps.</li> <li data-xf-list-type="ul"><em><strong>Proficiency Dice</strong></em>: This seems like a much more interesting way to handle proficiency, and gives both more potential for massive failure, and more chances for truly Epic moments. We will see how it plays out.</li> <li data-xf-list-type="ul"><em><strong>Speed Factor Initiative</strong></em>: This should help break the Monotony of combat, and give my players some more tactical power. I also think I will have them declare their actions in the order of their Intelligence, lowest to highest, to give a bonus to the ones who wanted more tactical characters.</li> <li data-xf-list-type="ul"><em><strong>Spell points</strong></em>: To add some flexibility to the Wizard, hopefully freeing him up to work his spells more. I might also allow a variant where he can spend fewer spell points on the spell than is normally required, and get a lesser effect.</li> </ul><p>Once again, any thoughts or experience would be nice.</p></blockquote><p></p>
[QUOTE="Lanliss, post: 6918398, member: 6801219"] I want to add a bit more fun to my games, so I am thinking of trying a few Variants from the DMG. Just let me know if you have tried any of them, and how they worked out. [LIST] [*][B][I]Lingering Injuries[/I][/B]: I want my players to be a bit more invested in the world and their characters, and I feel like this will help with that. A Kobold Assassin with a spike on his tail is one thing, but a Kobold Assassin who lost his tail to acid? Will be running this by my players first of course, but think it will help to add depth to their characters. [*][I][B]Healing Surge[/B][/I]: none of my players went with healing, and it showed in our last game where two of them went down, and almost the third, from a pair of giant lizards. Will give them some healing to use at will, and see if that helps. [*][I][B]Proficiency Dice[/B][/I]: This seems like a much more interesting way to handle proficiency, and gives both more potential for massive failure, and more chances for truly Epic moments. We will see how it plays out. [*][I][B]Speed Factor Initiative[/B][/I]: This should help break the Monotony of combat, and give my players some more tactical power. I also think I will have them declare their actions in the order of their Intelligence, lowest to highest, to give a bonus to the ones who wanted more tactical characters. [*][I][B]Spell points[/B][/I]: To add some flexibility to the Wizard, hopefully freeing him up to work his spells more. I might also allow a variant where he can spend fewer spell points on the spell than is normally required, and get a lesser effect. [/LIST] Once again, any thoughts or experience would be nice. [/QUOTE]
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