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General Tabletop Discussion
*Dungeons & Dragons
What should be in the Advanced Tactical Module?
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<blockquote data-quote="Raith5" data-source="post: 6113984" data-attributes="member: 56051"><p>BUt that sounds like you dont really needs rules modules at all. </p><p></p><p>The modules in DDN seem to me to be sets of rules that actively enable certain types of actions to be performed, unlike the core rules which set out all different forms of restrictions on what a PC or monster can do. Whether it is a tactical module, a legacy module or maybe a utility/skill powers module these all seem to me to be extra things that empower the PC with different options. </p><p></p><p>I see giving the players options that dont need DM authorisation something that deeply enriches the game both in social and tactical situation because it puts responsibility in the players hands to push the game forward, makes everything more unpredictable etc. Obviously some DM's wont want this in their game.</p></blockquote><p></p>
[QUOTE="Raith5, post: 6113984, member: 56051"] BUt that sounds like you dont really needs rules modules at all. The modules in DDN seem to me to be sets of rules that actively enable certain types of actions to be performed, unlike the core rules which set out all different forms of restrictions on what a PC or monster can do. Whether it is a tactical module, a legacy module or maybe a utility/skill powers module these all seem to me to be extra things that empower the PC with different options. I see giving the players options that dont need DM authorisation something that deeply enriches the game both in social and tactical situation because it puts responsibility in the players hands to push the game forward, makes everything more unpredictable etc. Obviously some DM's wont want this in their game. [/QUOTE]
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Community
General Tabletop Discussion
*Dungeons & Dragons
What should be in the Advanced Tactical Module?
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