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Variants I am thinking of trying
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<blockquote data-quote="Shiroiken" data-source="post: 6918690" data-attributes="member: 6775477"><p> <ul> <li data-xf-list-type="ul"></li> </ul><p>This sounds great, but you've got to figure out exactly when to start giving out Lingering Injuries (hitting 0, failed death save, critical hit, etc.). While it sounds great, these can cripple a character... literally. As long as your players are fine with either making new character semi-frequently or playing severely disadvantaged characters, it should be fine. I used it for about 2 sessions, then shut it down (healing the players affected). It became not fun, real fast.</p><ul> <li data-xf-list-type="ul"></li> </ul><p>That could help the current situation. Of course, I personally let the players suffer for their choice in character creation, because otherwise you find a group of Strikers (to use the 4E term). Usually what happens is when the first PC dies, they make a healer to keep it from happening again (and again).</p><ul> <li data-xf-list-type="ul"></li> </ul><p>I wanted to incorporate this, but my players didn't like the RNG. I'm a big fan, but have no actual experience with it.</p><ul> <li data-xf-list-type="ul"></li> </ul><p>This can be a lot of fun, but realize it will almost double the time for combat. While I detest the cycle initiative, I have to admit it's much faster than the old way (AD&D). You and your group need to decide if it's worth it, so I'd suggest using it for a session with the caveat that it might go away.</p><ul> <li data-xf-list-type="ul"></li> </ul><p>Spell points always sound good, but IME the game has to be balanced around it. I've not looked at the 5E version, but earlier versions that I've seen would allow a character to cast more higher level spells at the cost of lower level spells. Since higher level spells are usually just better, this is a win for the caster, especially since you can fall back on cantrips after you Nova. My only thought would be to require cantrips to cost some amount of spell points (possibly a fraction of a point, depending on the cost for 1st level spells), to keep that from happening. This might weaken the caster (since they won't have free cantrips like normal casters), but that's the price of flexibility.</p></blockquote><p></p>
[QUOTE="Shiroiken, post: 6918690, member: 6775477"] [LIST] [/LIST] This sounds great, but you've got to figure out exactly when to start giving out Lingering Injuries (hitting 0, failed death save, critical hit, etc.). While it sounds great, these can cripple a character... literally. As long as your players are fine with either making new character semi-frequently or playing severely disadvantaged characters, it should be fine. I used it for about 2 sessions, then shut it down (healing the players affected). It became not fun, real fast. [LIST] [/LIST] That could help the current situation. Of course, I personally let the players suffer for their choice in character creation, because otherwise you find a group of Strikers (to use the 4E term). Usually what happens is when the first PC dies, they make a healer to keep it from happening again (and again). [LIST] [/LIST] I wanted to incorporate this, but my players didn't like the RNG. I'm a big fan, but have no actual experience with it. [LIST] [/LIST] This can be a lot of fun, but realize it will almost double the time for combat. While I detest the cycle initiative, I have to admit it's much faster than the old way (AD&D). You and your group need to decide if it's worth it, so I'd suggest using it for a session with the caveat that it might go away. [LIST] [/LIST] Spell points always sound good, but IME the game has to be balanced around it. I've not looked at the 5E version, but earlier versions that I've seen would allow a character to cast more higher level spells at the cost of lower level spells. Since higher level spells are usually just better, this is a win for the caster, especially since you can fall back on cantrips after you Nova. My only thought would be to require cantrips to cost some amount of spell points (possibly a fraction of a point, depending on the cost for 1st level spells), to keep that from happening. This might weaken the caster (since they won't have free cantrips like normal casters), but that's the price of flexibility. [/QUOTE]
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