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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="Oofta" data-source="post: 7161643" data-attributes="member: 6801845"><p>I'd break my tweaks into major categories. In general I'm not much of a fan of "dungeon crawl" style of gaming. There's nothing wrong with it but I try to do more balance of story-telling, interaction and exploration.</p><p></p><p>In addition, I look as the rules as an ends to a means. I'm trying to simulate a fantasy world, and where the rules help me do that I follow them (which is probably about 99% of the time). Where they don't I bend the rules.</p><p></p><p>So when I make rulings on stealth for example, I try to judge it based on what could work and what fantasy trope I'm trying to implement. D&D isn't, and doesn't have to be realistic. That doesn't mean it can't be based on reality + magic + a healthy dose of action movie esthetics.</p><p></p><p><strong>Pacing</strong></p><p>I'm a big fan of the Dresden novels. In the novels, Dresden is sitting around minding his own business, and then everything goes to heck for a few days.</p><p></p><p>The "adventure" may consist of multiple days, and poor ol' Dresden and company are usually pretty beat up by the end. Resting overnight (if they get that) doesn't magically restore him to 100%.</p><p></p><p>So I use the alternate resting rules. A short rest is overnight, a long rest is several days to a week or more. This feels more "natural" to me and allows me to do the 6-8 encounters between long rests as recommended by in the DMG. It also allows investigations to last days, travel between cities and so on.</p><p></p><p><strong>Tracking the Minutia</strong></p><p>I don't. I assume people have rations if they're headed out into the wilderness, that the archer has plenty of arrows, that you have common material components for spells. If people are in a wilderness area I don't wait for them to tell me they're setting up watch, I'll ask who's on watch and if there are any other precautions they're taking.</p><p></p><p>I assume that the characters (not necessarily the players) know what they're doing. Occasionally I'll ask for an appropriate skill check if I think it's something the character would do. If someone wants to search a room all I ask is if they are doing a quick glance or a thorough check. A quick check will likely miss the false bottom to the chest, a thorough check will give them a chance to notice it. If they are specific on what they're doing it will be a check with advantage.</p><p></p><p><strong>Balancing Abilities</strong></p><p>This one falls into a couple of areas. I don't want to overly-reward certain builds over others. I try to give different people with different focuses a chance to shine. So I have a list of skills I print out just to remind myself to sometimes ask for a survival check or think about how investigation might make more sense than a perception check.</p><p></p><p>I also allow for bows made specifically for stronger characters. Pay a little extra money and you can get a bow that can only be used by someone with a 16 or higher strength to get a +3 to attack and damage.</p><p></p><p>At the same time, the dex based characters can sometimes (but not always) nimbly swing from the chandelier instead of using an athletics check.</p><p></p><p><strong>No Evil PCs</strong></p><p>Want to "explore your dark side"? My game isn't for you.</p><p></p><p><strong>House Rules</strong></p><p>When it comes to actual hard-and-fast house rules I only have a couple. </p><ul> <li data-xf-list-type="ul">You can get a reinforced bow to take advantage of strength.</li> <li data-xf-list-type="ul">I semi-nerfed Heat Metal. It's simply too powerful as a second level spell. The druid casts heat metal on the BBEG in metal armor, then turns into a bird and flies away. BBEG is now at disadvantage for the rest of his life with no save, no defenses. It's ... just boring.</li> <li data-xf-list-type="ul">For casting I don't require a free hand for somatic components. As long as you are holding an object that can be moved around (other than a shield) you're OK. That means you can't cast a spell with somatic component if you're completely immobilized or can move your arm. I just don't want to hassle with whether or not you've sheathed your weapon, and I don't visualize spellcasting as requiring Dr Strange gestures. I know you could get around it with war caster feat, but then that starts feeling like a feat tax.</li> </ul><p></p><p></p><p><strong>Conclusion</strong></p><p>So I guess I run a game that tries to focus more on <em>what</em> you are doing than <em>how</em> you are doing it. When the rules get in the way of the vision (needing a free hand for spell casting) I change the rule to work to fit my vision. Fortunately I don't have to do that hardly ever.</p></blockquote><p></p>
[QUOTE="Oofta, post: 7161643, member: 6801845"] I'd break my tweaks into major categories. In general I'm not much of a fan of "dungeon crawl" style of gaming. There's nothing wrong with it but I try to do more balance of story-telling, interaction and exploration. In addition, I look as the rules as an ends to a means. I'm trying to simulate a fantasy world, and where the rules help me do that I follow them (which is probably about 99% of the time). Where they don't I bend the rules. So when I make rulings on stealth for example, I try to judge it based on what could work and what fantasy trope I'm trying to implement. D&D isn't, and doesn't have to be realistic. That doesn't mean it can't be based on reality + magic + a healthy dose of action movie esthetics. [B]Pacing[/B] I'm a big fan of the Dresden novels. In the novels, Dresden is sitting around minding his own business, and then everything goes to heck for a few days. The "adventure" may consist of multiple days, and poor ol' Dresden and company are usually pretty beat up by the end. Resting overnight (if they get that) doesn't magically restore him to 100%. So I use the alternate resting rules. A short rest is overnight, a long rest is several days to a week or more. This feels more "natural" to me and allows me to do the 6-8 encounters between long rests as recommended by in the DMG. It also allows investigations to last days, travel between cities and so on. [B]Tracking the Minutia[/B] I don't. I assume people have rations if they're headed out into the wilderness, that the archer has plenty of arrows, that you have common material components for spells. If people are in a wilderness area I don't wait for them to tell me they're setting up watch, I'll ask who's on watch and if there are any other precautions they're taking. I assume that the characters (not necessarily the players) know what they're doing. Occasionally I'll ask for an appropriate skill check if I think it's something the character would do. If someone wants to search a room all I ask is if they are doing a quick glance or a thorough check. A quick check will likely miss the false bottom to the chest, a thorough check will give them a chance to notice it. If they are specific on what they're doing it will be a check with advantage. [B]Balancing Abilities[/B] This one falls into a couple of areas. I don't want to overly-reward certain builds over others. I try to give different people with different focuses a chance to shine. So I have a list of skills I print out just to remind myself to sometimes ask for a survival check or think about how investigation might make more sense than a perception check. I also allow for bows made specifically for stronger characters. Pay a little extra money and you can get a bow that can only be used by someone with a 16 or higher strength to get a +3 to attack and damage. At the same time, the dex based characters can sometimes (but not always) nimbly swing from the chandelier instead of using an athletics check. [B]No Evil PCs[/B] Want to "explore your dark side"? My game isn't for you. [B]House Rules[/B] When it comes to actual hard-and-fast house rules I only have a couple. [LIST] [*]You can get a reinforced bow to take advantage of strength. [*]I semi-nerfed Heat Metal. It's simply too powerful as a second level spell. The druid casts heat metal on the BBEG in metal armor, then turns into a bird and flies away. BBEG is now at disadvantage for the rest of his life with no save, no defenses. It's ... just boring. [*]For casting I don't require a free hand for somatic components. As long as you are holding an object that can be moved around (other than a shield) you're OK. That means you can't cast a spell with somatic component if you're completely immobilized or can move your arm. I just don't want to hassle with whether or not you've sheathed your weapon, and I don't visualize spellcasting as requiring Dr Strange gestures. I know you could get around it with war caster feat, but then that starts feeling like a feat tax. [/LIST] [B]Conclusion[/B] So I guess I run a game that tries to focus more on [I]what[/I] you are doing than [I]how[/I] you are doing it. When the rules get in the way of the vision (needing a free hand for spell casting) I change the rule to work to fit my vision. Fortunately I don't have to do that hardly ever. [/QUOTE]
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