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Which optional rules did your group use?
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<blockquote data-quote="cbwjm" data-source="post: 9106403" data-attributes="member: 6788732"><p>It's been so long that I'm not 100% on which ones we used, other than proficiencies, I have considered dropping them if I ran a 2e game again, though the fighter would still get specialisation.</p><p></p><p>I'm pretty sure we used weapon speeds and casting times (was casting time optional?). No idea if we used group or individual initiative. </p><p></p><p>We might have dabbled with weapon vs armour type adjustments, but I feel like we ended up moving away from that.</p><p></p><p>Almost 100% that we didn't worry about spell material components.</p><p></p><p>We used 4k3 for stat generation, I think the base stat method was 3d6, though I had my players roll 8 times and drop the 2 lowest to get their stats. I also allowed my players to bump stats to get a class they wanted, but they'd have to put their highest stat there before bumping up.</p><p></p><p>We did use individual xp awards and critical hits. I think we ignored demihuman level limits rather than using slow advancement, but in reality they never really came up any way.</p><p></p><p>What I want to know is, were there any DMs that used the class creation system in the DMG? I read a cool article in dragon showcasing a couple of classes and I think the thieves handbook had a unique class using the same system.</p></blockquote><p></p>
[QUOTE="cbwjm, post: 9106403, member: 6788732"] It's been so long that I'm not 100% on which ones we used, other than proficiencies, I have considered dropping them if I ran a 2e game again, though the fighter would still get specialisation. I'm pretty sure we used weapon speeds and casting times (was casting time optional?). No idea if we used group or individual initiative. We might have dabbled with weapon vs armour type adjustments, but I feel like we ended up moving away from that. Almost 100% that we didn't worry about spell material components. We used 4k3 for stat generation, I think the base stat method was 3d6, though I had my players roll 8 times and drop the 2 lowest to get their stats. I also allowed my players to bump stats to get a class they wanted, but they'd have to put their highest stat there before bumping up. We did use individual xp awards and critical hits. I think we ignored demihuman level limits rather than using slow advancement, but in reality they never really came up any way. What I want to know is, were there any DMs that used the class creation system in the DMG? I read a cool article in dragon showcasing a couple of classes and I think the thieves handbook had a unique class using the same system. [/QUOTE]
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