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Which optional rules did your group use?
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<blockquote data-quote="Lanefan" data-source="post: 9105712" data-attributes="member: 29398"><p>We just took most of the rules as being more or less optional and slowly rewrote the lot of 'em over the years.</p><p></p><p>I've never used weapon-v-armour-type, never used weapon speed, completely re-did how initiative works (and removed all modifiers - if you've got something giving you an initiative bonus it's a damn rare thing), and never used nonweapon proficiencies. I've only very rarely used armour made of unusual metals, though my armour write-up does jokingly mention plexiglass shields.</p><p></p><p>I've kept parrying, weapon proficiencies, and spell components pretty much as they were. Movement works much as it always did, but I expanded the tables and better codified who could move how fast (and in some cases for how long). Experience points have always been individually awarded, and I've always had training requirements (though modified, and without the silly roleplay judgment piece in the 1e DMG). I've tweaked the advancement tables - of note, MUs no longer have that odd speed-up between 5th and 10th level - but they're still different by class.</p><p></p><p>I've slowly removed species-based level restrictions - some species still simply can't be some classes at all, but if you can be a class you can advance in it as far as your luck and abilities will take you.</p><p></p><p>Our initial stat generation method is more generous than the 1e DMG but nowhere near as bad as that in UA. I've always had both critical hits and fumbles. Death is at -10, between 0 and -9 you roll to see if you're still conscious; if you'r still awake your ability to do anything is very restricted.</p><p></p><p>Behind the screen many monsters have been beefed up, most notably is they get the same bonuses for stats as do characters (thus a Giant is always attacking with giant strength - somehow this just seems to make sense!), and monsters also get to not necessarily go down at 0 h.p.; they use the same consciousness rules as do characters, though their death point might be modified: a little Sprite might die at -5 while a giant might not die until -15 or more.</p><p></p><p>And we've added three homebrew classes - Necromancer, War Cleric, and redesigned Bard.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 9105712, member: 29398"] We just took most of the rules as being more or less optional and slowly rewrote the lot of 'em over the years. I've never used weapon-v-armour-type, never used weapon speed, completely re-did how initiative works (and removed all modifiers - if you've got something giving you an initiative bonus it's a damn rare thing), and never used nonweapon proficiencies. I've only very rarely used armour made of unusual metals, though my armour write-up does jokingly mention plexiglass shields. I've kept parrying, weapon proficiencies, and spell components pretty much as they were. Movement works much as it always did, but I expanded the tables and better codified who could move how fast (and in some cases for how long). Experience points have always been individually awarded, and I've always had training requirements (though modified, and without the silly roleplay judgment piece in the 1e DMG). I've tweaked the advancement tables - of note, MUs no longer have that odd speed-up between 5th and 10th level - but they're still different by class. I've slowly removed species-based level restrictions - some species still simply can't be some classes at all, but if you can be a class you can advance in it as far as your luck and abilities will take you. Our initial stat generation method is more generous than the 1e DMG but nowhere near as bad as that in UA. I've always had both critical hits and fumbles. Death is at -10, between 0 and -9 you roll to see if you're still conscious; if you'r still awake your ability to do anything is very restricted. Behind the screen many monsters have been beefed up, most notably is they get the same bonuses for stats as do characters (thus a Giant is always attacking with giant strength - somehow this just seems to make sense!), and monsters also get to not necessarily go down at 0 h.p.; they use the same consciousness rules as do characters, though their death point might be modified: a little Sprite might die at -5 while a giant might not die until -15 or more. And we've added three homebrew classes - Necromancer, War Cleric, and redesigned Bard. [/QUOTE]
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