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What is 'normal' for you?
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<blockquote data-quote="Arkham" data-source="post: 3570766" data-attributes="member: 332"><p>In the game I run that has just concluded:</p><p>- 6 or more players depending on the night, up to 9.</p><p>- Vastly more wealth than suggested. XP strictly by CR/level.</p><p>- Almost all standard magic items available with a little effort. Non-core items available with more effort. Most custom items available on commission.</p><p>- Wide open choices on books and materials used, but with minor sanity checking.</p><p>- Few house rules aside from being a 3.0/3.5 mishmash.</p><p>- Totally module-based. No homebrew used.</p><p>- Campain lasted almost 4 years and 22 levels ( 5-27 )</p><p>- PC death is very common, with at least one dying per night.</p><p>- Ressurrection magic plentiful and available ( at 3.0 prices )</p><p>- Usually had the "classic" 4 roles covered, but with variation. Ftr/Rgr/Brb instead of straight fighter, etc.</p><p>- Hack-and-slash oriented play, originally a blow-off-steam off-week game which just kept rolling.</p><p>- 40% of the group is female.</p><p>- Play with mostly close friends, those that started as strangers becoming friends.</p><p>- Sessions are 6 hours with only about 3 hour of action due to distractions of dinner, smokers taking a break, children that can't sleep, etc.</p><p>- Sessions are weekly, every sunday, occassionally moved to Monday on long weekends.</p><p>- Play is at my (DM's) house always, due to being mostly centralized and the needs of small children.</p><p></p><p>Game that is starting up is as above except:</p><p>- Gestalt rules + action points used.</p><p>- 3.5 only with minor house rules.</p><p>- No magic item purchases available except potions.</p><p>- Totally home-brewed, no modules.</p><p>- Expecting (hoping) to last a year or two, and no more than 10 levels.</p><p>- PC death almost nil, and plot significant when it occures.</p><p>- Gestalt, so the 4 roles will probably be covered several times over.</p><p>- Roleplaying oriented, with action for spice.</p><p></p><p>In other words, almost totally different...</p></blockquote><p></p>
[QUOTE="Arkham, post: 3570766, member: 332"] In the game I run that has just concluded: - 6 or more players depending on the night, up to 9. - Vastly more wealth than suggested. XP strictly by CR/level. - Almost all standard magic items available with a little effort. Non-core items available with more effort. Most custom items available on commission. - Wide open choices on books and materials used, but with minor sanity checking. - Few house rules aside from being a 3.0/3.5 mishmash. - Totally module-based. No homebrew used. - Campain lasted almost 4 years and 22 levels ( 5-27 ) - PC death is very common, with at least one dying per night. - Ressurrection magic plentiful and available ( at 3.0 prices ) - Usually had the "classic" 4 roles covered, but with variation. Ftr/Rgr/Brb instead of straight fighter, etc. - Hack-and-slash oriented play, originally a blow-off-steam off-week game which just kept rolling. - 40% of the group is female. - Play with mostly close friends, those that started as strangers becoming friends. - Sessions are 6 hours with only about 3 hour of action due to distractions of dinner, smokers taking a break, children that can't sleep, etc. - Sessions are weekly, every sunday, occassionally moved to Monday on long weekends. - Play is at my (DM's) house always, due to being mostly centralized and the needs of small children. Game that is starting up is as above except: - Gestalt rules + action points used. - 3.5 only with minor house rules. - No magic item purchases available except potions. - Totally home-brewed, no modules. - Expecting (hoping) to last a year or two, and no more than 10 levels. - PC death almost nil, and plot significant when it occures. - Gestalt, so the 4 roles will probably be covered several times over. - Roleplaying oriented, with action for spice. In other words, almost totally different... [/QUOTE]
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