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Ways You Simplify Your D&D Game?
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<blockquote data-quote="Kae'Yoss" data-source="post: 2353714" data-attributes="member: 4134"><p>I will take apart your choices now, because I'm that kind of guy:</p><p></p><p></p><p></p><p>We usually don't look it up, either. Sooner or later, the party, and eventually every player, will have items like handy haversacks, bags of holdinga nd portable holes, anyway. </p><p></p><p>We do stay within some boundries, so things are still credible: Stealing a man-sized statue made of pure gold isn't (without magical help), and neither is taking that nice large bed with you.</p><p></p><p>Also, characters with a really low strength score might be forced to add up the numbers - just to make them feel their weakness.</p><p></p><p></p><p></p><p>I thought of that as well. In my homebrew, this will be the case.</p></blockquote><p>Experience points: we just leveled up at the DM’s discretion after completing some number of sessions. If your character wasn’t there for the quests you still leveled. That way everyone is the same level and you don’t have to keep track of exp (and the DM doesn’t have to calculate it for encounters).[/QUOTE]</p><p></p><p>We still use XP, because we like it. It's part of the ritual. </p><p></p><p></p><p></p><p>I don't see that often, either. Usually people commision their items.</p><p></p><p>In my homebrew (which I really have to complete one of these days), there usually won't be XP component for spells (I'll use a variation of EoM), and magic items are done away with (there will be artefacts, which often will be as weak as minor magic items, but they cannot be bought or made by mortal hands)</p><p></p><p></p><p></p><p>Well, battle mats aren't needed all the time, anyway. they're there to make it easier to track the actions of several actors on both sides. You don't need that with a single enemy. Our fights are mixed throughout the campaigns, though (BBEG's have flunkies)</p><p></p><p></p><p></p><p>As long as there is a wizard class, there will be spellbooks. We don't track the size of the things, or binding, but when a wizard wants more spells than his complementary 2 per level, he'll have to buy the materials to transfer those spells into his spellbook. It's a balance thing.</p><p></p><p>Normal material components aren't tracked, either, but you have to get the expansive stuff beforehand. </p><p></p><p></p><p></p><p>Nah, not rolling the dice for weapon damage takes too much fun out of the game. We all like to roll max damage, and dread bad rolls (without anything to dread, the game loses its charm)</p><p></p><p>I do agree on the big rolls. If you have more than a dozen of dice in your hand, you should not be forced to roll them. Average damage is really nice.</p><p></p><p></p><p></p><p>We did away with all die rolls for character creation, since they can upset the balance. This means point buy for stats and standardized hit points (having seen a 3rd-level fighter with 13 hp, I know that this can screw you up big time)</p><p></p><p></p><p></p><p>Of course. There are always some things you just don't keep track of: all that 8 hours or rest for wizards and whether it still counts despite the interruption - all spellcasters (and those with similar abilities, like psionics) get their power back once per day at a set time, just like clerics. This also addressed the issue of some people blasting away with their spells/power points, dominating most combats, but then complaining about them being useless now and demanding a rest after an hour or two of adventuring.</p><p></p><p>Then there's food and water. Too much to bother really, unless you are in a barren region like the desert. So we just assume that you restock when you hit a settlement. Same goes for ammunition, after a time. And inexpensive material components. We just assume that each party member spent like a couple of gold pieces per "pit stop", which the DM just deducts (or doesn't, since that kind of money won't figure in the big picture anyway).</p><p></p><p>I go as far as to note "standard gear for X gp" on my sheet. This includes bedroll, rope, flint and steel, and stuff you know every adventurer will need anyway. </p><p></p><p>There's also a lot of stuff that already got incorporated into the rules via the revision: elven proficiency with either longsword or rapier.</p><p>[/QUOTE]</p>
[QUOTE="Kae'Yoss, post: 2353714, member: 4134"] I will take apart your choices now, because I'm that kind of guy: We usually don't look it up, either. Sooner or later, the party, and eventually every player, will have items like handy haversacks, bags of holdinga nd portable holes, anyway. We do stay within some boundries, so things are still credible: Stealing a man-sized statue made of pure gold isn't (without magical help), and neither is taking that nice large bed with you. Also, characters with a really low strength score might be forced to add up the numbers - just to make them feel their weakness. I thought of that as well. In my homebrew, this will be the case. [/QUOTE] Experience points: we just leveled up at the DM’s discretion after completing some number of sessions. If your character wasn’t there for the quests you still leveled. That way everyone is the same level and you don’t have to keep track of exp (and the DM doesn’t have to calculate it for encounters).[/QUOTE] We still use XP, because we like it. It's part of the ritual. I don't see that often, either. Usually people commision their items. In my homebrew (which I really have to complete one of these days), there usually won't be XP component for spells (I'll use a variation of EoM), and magic items are done away with (there will be artefacts, which often will be as weak as minor magic items, but they cannot be bought or made by mortal hands) Well, battle mats aren't needed all the time, anyway. they're there to make it easier to track the actions of several actors on both sides. You don't need that with a single enemy. Our fights are mixed throughout the campaigns, though (BBEG's have flunkies) As long as there is a wizard class, there will be spellbooks. We don't track the size of the things, or binding, but when a wizard wants more spells than his complementary 2 per level, he'll have to buy the materials to transfer those spells into his spellbook. It's a balance thing. Normal material components aren't tracked, either, but you have to get the expansive stuff beforehand. Nah, not rolling the dice for weapon damage takes too much fun out of the game. We all like to roll max damage, and dread bad rolls (without anything to dread, the game loses its charm) I do agree on the big rolls. If you have more than a dozen of dice in your hand, you should not be forced to roll them. Average damage is really nice. We did away with all die rolls for character creation, since they can upset the balance. This means point buy for stats and standardized hit points (having seen a 3rd-level fighter with 13 hp, I know that this can screw you up big time) Of course. There are always some things you just don't keep track of: all that 8 hours or rest for wizards and whether it still counts despite the interruption - all spellcasters (and those with similar abilities, like psionics) get their power back once per day at a set time, just like clerics. This also addressed the issue of some people blasting away with their spells/power points, dominating most combats, but then complaining about them being useless now and demanding a rest after an hour or two of adventuring. Then there's food and water. Too much to bother really, unless you are in a barren region like the desert. So we just assume that you restock when you hit a settlement. Same goes for ammunition, after a time. And inexpensive material components. We just assume that each party member spent like a couple of gold pieces per "pit stop", which the DM just deducts (or doesn't, since that kind of money won't figure in the big picture anyway). I go as far as to note "standard gear for X gp" on my sheet. This includes bedroll, rope, flint and steel, and stuff you know every adventurer will need anyway. There's also a lot of stuff that already got incorporated into the rules via the revision: elven proficiency with either longsword or rapier. [/QUOTE]
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