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General Tabletop Discussion
*Dungeons & Dragons
What is your preferred style, and what tweaks do you do to get there?
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<blockquote data-quote="Staccat0" data-source="post: 7162213" data-attributes="member: 6695548"><p>I think mine are pretty simple.</p><p></p><p>1. HP: You can either take half NOT rounded up or roll for new HP. Players are hard enough to kill after level 3 that I don't mind giving 4hp off of a d8 instead of 5 per level. Rolling HP usually leads to some cheap laughs and my players always try it. I think rounding up makes it too much of a sure thing.</p><p></p><p>2. Simplified Encumbrance: I hate it. It slows the game down. However I have slowly become convinced that encumbrance makes gear matter more which by extension makes gold, gear, strength and even time (and therefore rests) matter more inside a dungeon. Recently [MENTION=6777589]designbot[/MENTION] posted a variant which takes the math from 5e and applies it to the simplified encumbrance from Lamentations of the Fire Princess. I'm fully on board. It's pretty restrictive, but I don't mind that. If it ends up being too restrictive I might let players gain additional slots equal to their CON modifier. <a href="http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1232" target="_blank">http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1232</a></p><p></p><p>3. Gold: In my worlds gold is usually rarer and most economies run on copper and silver.</p><p></p><p>4. Classes: This is the big one. In my games, classes define players and not NPCs. In Apocalypse World there is this idea that you are basically the only person in the world with that class. Lots of people can drive but you are the only DRIVER. I kinda try to set my worlds up like this. If you are a Bard, you are one of the few people in the entire world who has managed to make magic from music. Why? How? What does that mean? Same goes for the other races. Guards aren't fighters. Priests and Friars aren't clerics. The PCs are special and rare.</p></blockquote><p></p>
[QUOTE="Staccat0, post: 7162213, member: 6695548"] I think mine are pretty simple. 1. HP: You can either take half NOT rounded up or roll for new HP. Players are hard enough to kill after level 3 that I don't mind giving 4hp off of a d8 instead of 5 per level. Rolling HP usually leads to some cheap laughs and my players always try it. I think rounding up makes it too much of a sure thing. 2. Simplified Encumbrance: I hate it. It slows the game down. However I have slowly become convinced that encumbrance makes gear matter more which by extension makes gold, gear, strength and even time (and therefore rests) matter more inside a dungeon. Recently [MENTION=6777589]designbot[/MENTION] posted a variant which takes the math from 5e and applies it to the simplified encumbrance from Lamentations of the Fire Princess. I'm fully on board. It's pretty restrictive, but I don't mind that. If it ends up being too restrictive I might let players gain additional slots equal to their CON modifier. [url]http://www.enworld.org/forum/rpgdownloads.php?do=download&downloadid=1232[/url] 3. Gold: In my worlds gold is usually rarer and most economies run on copper and silver. 4. Classes: This is the big one. In my games, classes define players and not NPCs. In Apocalypse World there is this idea that you are basically the only person in the world with that class. Lots of people can drive but you are the only DRIVER. I kinda try to set my worlds up like this. If you are a Bard, you are one of the few people in the entire world who has managed to make magic from music. Why? How? What does that mean? Same goes for the other races. Guards aren't fighters. Priests and Friars aren't clerics. The PCs are special and rare. [/QUOTE]
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General Tabletop Discussion
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What is your preferred style, and what tweaks do you do to get there?
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