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Vorpal and Sharpness and Fumble rules...
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<blockquote data-quote="Treebore" data-source="post: 6014507" data-attributes="member: 10177"><p>I'm not debating anything. I've been using crits/fumbles for about 28 years now. I like them, my players like them, and my groups tend to stay together for years (My newest group is working on its 6th year together, with 4 of 6 of my players being originals).</p><p></p><p>So it works for me and my players. So I am stating what I do and why, I am not debating anything. </p><p></p><p>Not that I don't see the opposing points. Like I said, I have been running or playing in games for 28 years, often 2 or more games per week, 3 right now, and all have used crit/fumble rules of some kind. So I have seen the negative effects, but we like the positive effects enough to keep the rules. Mainly the adrenaline rush it gives.</p><p></p><p>So while I have seen all the negative results first hand, many times, I have also seen all the positive, and on the whole it has been very positive, so we continue.</p><p></p><p>Now to be clear, I do not use the detailed charts like were published in Dragon. I did, but for a short period of time. I have since adopted a much simpler, much faster system. If it weren't for crit and fumble systems, I'd never allow Vorpal or Sharpness weapons in the first place. They are simply too powerful to allow in game without such a drawback limiting how often they are used.</p><p></p><p></p><p>So ultimately, it is up to my players. Don't like the thought of cutting off your head or other limb? Don't use the weapon. Simple.</p><p></p><p>Like I said earlier, thats how I play, thats how I like it, nothing says anyone here has to like it, and I am not asking you to. The only ones who have to do that are people who play in my games. Since my tables are full for my fantasy games, I am not asking anyone to make that decision either.</p><p></p><p>I do have an opening in my Aces and Eights Roll 20 game, though.</p></blockquote><p></p>
[QUOTE="Treebore, post: 6014507, member: 10177"] I'm not debating anything. I've been using crits/fumbles for about 28 years now. I like them, my players like them, and my groups tend to stay together for years (My newest group is working on its 6th year together, with 4 of 6 of my players being originals). So it works for me and my players. So I am stating what I do and why, I am not debating anything. Not that I don't see the opposing points. Like I said, I have been running or playing in games for 28 years, often 2 or more games per week, 3 right now, and all have used crit/fumble rules of some kind. So I have seen the negative effects, but we like the positive effects enough to keep the rules. Mainly the adrenaline rush it gives. So while I have seen all the negative results first hand, many times, I have also seen all the positive, and on the whole it has been very positive, so we continue. Now to be clear, I do not use the detailed charts like were published in Dragon. I did, but for a short period of time. I have since adopted a much simpler, much faster system. If it weren't for crit and fumble systems, I'd never allow Vorpal or Sharpness weapons in the first place. They are simply too powerful to allow in game without such a drawback limiting how often they are used. So ultimately, it is up to my players. Don't like the thought of cutting off your head or other limb? Don't use the weapon. Simple. Like I said earlier, thats how I play, thats how I like it, nothing says anyone here has to like it, and I am not asking you to. The only ones who have to do that are people who play in my games. Since my tables are full for my fantasy games, I am not asking anyone to make that decision either. I do have an opening in my Aces and Eights Roll 20 game, though. [/QUOTE]
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