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Vorpal and Sharpness and Fumble rules...
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<blockquote data-quote="Wyvernhand" data-source="post: 6014522" data-attributes="member: 97681"><p>3.0 specialist disciplines were pretty balanced. Unfortunately, they were the ONLY part of 3.0 psionics that were. Wow, that system was messed up...especially in the case of a psionic character vs a non-psionic character...psionic combat was brutal on your PP total.</p><p></p><p>For the record, I have 2 groups that I play in. One, I'm a PC, and if you roll a 1 (only on attack rolls), you have to roll a DC10 dex check or drop your weapon. Minor. Doesn't make a HUGE difference in the game, especially since my PC can make that on a roll of 4+ for a total of a 3/4% chance per swing (thats .0075 or 1 in 133 chance) and he seldom attacks with his sling anyway. The other, I'm the DM, and we don't use any crit fumble rules. Roll a 1, auto-miss, that is all. And we don't miss it.</p><p></p><p>If a (variant) rule makes very little impact on your game, why even have it? If you like it, fine. If you've always just played that way, try a session without it and see if it makes the game any less suspenseful or exciting or fun. I bet most people wouldn't even miss it.</p><p></p><p>Its the same thing with Death by Massive Damage rules. Especially at higher levels, nearly every hit is 50+ damage, and even if you have a +14 Fort save, you still have a 5% chance to auto-die on nearly every hit. So what if a bad guy fails his every once in a while...he'd probably die anyway a 1/2 a round later. Its different from a death spell, since it could happen EVERY round, sometimes multiple times in a round. It just doesn't add that much more excitement to the game, and dying to a botched massive damage save is so anti-climactic. Another variant rule that I personally feel doesn't make the game any more fun, and in fact, often makes it less fun, and no one misses when you stop playing with it.</p></blockquote><p></p>
[QUOTE="Wyvernhand, post: 6014522, member: 97681"] 3.0 specialist disciplines were pretty balanced. Unfortunately, they were the ONLY part of 3.0 psionics that were. Wow, that system was messed up...especially in the case of a psionic character vs a non-psionic character...psionic combat was brutal on your PP total. For the record, I have 2 groups that I play in. One, I'm a PC, and if you roll a 1 (only on attack rolls), you have to roll a DC10 dex check or drop your weapon. Minor. Doesn't make a HUGE difference in the game, especially since my PC can make that on a roll of 4+ for a total of a 3/4% chance per swing (thats .0075 or 1 in 133 chance) and he seldom attacks with his sling anyway. The other, I'm the DM, and we don't use any crit fumble rules. Roll a 1, auto-miss, that is all. And we don't miss it. If a (variant) rule makes very little impact on your game, why even have it? If you like it, fine. If you've always just played that way, try a session without it and see if it makes the game any less suspenseful or exciting or fun. I bet most people wouldn't even miss it. Its the same thing with Death by Massive Damage rules. Especially at higher levels, nearly every hit is 50+ damage, and even if you have a +14 Fort save, you still have a 5% chance to auto-die on nearly every hit. So what if a bad guy fails his every once in a while...he'd probably die anyway a 1/2 a round later. Its different from a death spell, since it could happen EVERY round, sometimes multiple times in a round. It just doesn't add that much more excitement to the game, and dying to a botched massive damage save is so anti-climactic. Another variant rule that I personally feel doesn't make the game any more fun, and in fact, often makes it less fun, and no one misses when you stop playing with it. [/QUOTE]
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