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What is your preferred style, and what tweaks do you do to get there?
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<blockquote data-quote="Croesus" data-source="post: 7161338" data-attributes="member: 35019"><p>Not sure how I'd describe my games. A bit high fantasy, a lot of combat, only a few NPCs, but I put a lot of effort into making them memorable. Most of all, I want the campaign world to be affected by the characters and vice versa. I also don't want a high body count, but the risk of death and defeat should always be there. </p><p></p><p>1) <em>Troupe Play:</em> All players create at least two different characters. The world isn't static and sometimes stuff happens while one party is out and about, so the secondary characters have to save the day. Also gives players an option if a character dies, or they just get bored of him/her.</p><p></p><p>2) <em>Ability Scores:</em> Point buy, but with 29 points. I like characters to be competent, hence the slight boost in points. I prefer there not be significant disparities in ability scores, so no rolling. </p><p></p><p>3) <em>Hit Points:</em> Average hit points when leveling. Same reasoning as above, characters shouldn't have significant disparities. </p><p></p><p>4) <em>Luck Points:</em> As a free action, a luck point can be used for a reroll, add +1d6 to a roll, or to regain hit points like spending a Hit Die. Each character has two luck points at the beginning of each session. The luck points don't carry over, so no reason to hoard them beyond the session. I also give a "community" luck point when I roll a crit with monsters Bad stuff can happen that's not the player's fault. And this allows me to not pull punches when the characters tick off the bad guys. . </p><p></p><p>5) <em>Morale:</em> I roll a d12 when things are going badly. Loads of fun when all the orcs run except one crying "Never retreat, never surrender!"</p><p></p><p>6) <em>Not Adversarial, but Challenging:</em> As a GM, I never try to kill or shaft a character. However, the character's enemies will try to do so. The characters have to earn their victories. Hence, why I give out luck points. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>7) <em>You're Heroes, Dang It!:</em> Not a fan of evil acts/characters. A "shady" character is okay, someone who steals, rapes, pillages, murders...nope. So some character actions just aren't allowed. A player has to buy into this or find another game. </p><p></p><p>8) <em>Simplify:</em> Some elements just aren't worth the time for us. So no encumbrance rules. Material components are hand-waved unless it's expensive or the characters have been captured. Object manipulation mostly hand-waved. </p><p></p><p>re: Community luck points for crits. This is kind of a balancing mechanism, because sometimes the dice just get hot. The most we've ever had was 11 (!) community luck points in a single 4-hour session. Needless to say, the characters needed them to have a chance.</p></blockquote><p></p>
[QUOTE="Croesus, post: 7161338, member: 35019"] Not sure how I'd describe my games. A bit high fantasy, a lot of combat, only a few NPCs, but I put a lot of effort into making them memorable. Most of all, I want the campaign world to be affected by the characters and vice versa. I also don't want a high body count, but the risk of death and defeat should always be there. 1) [I]Troupe Play:[/I] All players create at least two different characters. The world isn't static and sometimes stuff happens while one party is out and about, so the secondary characters have to save the day. Also gives players an option if a character dies, or they just get bored of him/her. 2) [I]Ability Scores:[/I] Point buy, but with 29 points. I like characters to be competent, hence the slight boost in points. I prefer there not be significant disparities in ability scores, so no rolling. 3) [I]Hit Points:[/I] Average hit points when leveling. Same reasoning as above, characters shouldn't have significant disparities. 4) [I]Luck Points:[/I] As a free action, a luck point can be used for a reroll, add +1d6 to a roll, or to regain hit points like spending a Hit Die. Each character has two luck points at the beginning of each session. The luck points don't carry over, so no reason to hoard them beyond the session. I also give a "community" luck point when I roll a crit with monsters Bad stuff can happen that's not the player's fault. And this allows me to not pull punches when the characters tick off the bad guys. . 5) [I]Morale:[/I] I roll a d12 when things are going badly. Loads of fun when all the orcs run except one crying "Never retreat, never surrender!" 6) [I]Not Adversarial, but Challenging:[/I] As a GM, I never try to kill or shaft a character. However, the character's enemies will try to do so. The characters have to earn their victories. Hence, why I give out luck points. :) 7) [I]You're Heroes, Dang It!:[/I] Not a fan of evil acts/characters. A "shady" character is okay, someone who steals, rapes, pillages, murders...nope. So some character actions just aren't allowed. A player has to buy into this or find another game. 8) [I]Simplify:[/I] Some elements just aren't worth the time for us. So no encumbrance rules. Material components are hand-waved unless it's expensive or the characters have been captured. Object manipulation mostly hand-waved. re: Community luck points for crits. This is kind of a balancing mechanism, because sometimes the dice just get hot. The most we've ever had was 11 (!) community luck points in a single 4-hour session. Needless to say, the characters needed them to have a chance. [/QUOTE]
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What is your preferred style, and what tweaks do you do to get there?
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