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General Tabletop Discussion
*TTRPGs General
Which variant rules do you use, and why?
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<blockquote data-quote="Viktyr Gehrig" data-source="post: 2594009" data-attributes="member: 9249"><p>1. Gestalt</p><p>2. Armor as DR</p><p>3. Weapon Groups</p><p>4. Psionics are Different</p><p>5. Action Points</p><p>6. Lower MDT</p><p>7. Fractional Progression</p><p>8. Average HP</p><p>9. Point Buy</p><p></p><p>1. I just like better-rounded characters, and allowing characters to have some backup skills without killing their main focus. Also, I miss 1e/2e multiclassing.</p><p></p><p>2. This has always made more logical sense to me.</p><p></p><p>3. This just works better-- and when you combine it with using weapon groups for things like Weapon Focus and Improved Critical, it makes Fighters a lot more versatile.</p><p></p><p>4. Makes them feel a little alien, a little strange-- and actually makes the fact that metapsionics and psionic item creation are seperate feats from metamagic and magic item creation.</p><p></p><p>5. This lets characters try to do things heroically beyond their normal abilities, and softens the edges of things like spell slots and n/day abilities-- it makes the characters feel a little more organic. I also need to give them somthing to make up for 6.</p><p></p><p>6. "No, Captain America <strong>does not</strong> think parachutes are for girls." Gives medium-level characters reason to be worried about town guards, massed fire, and light crossbows. Also makes any combat more exciting, and makes players worry more about defense.</p><p></p><p>7. Necessary because of #1-- logical because of how multiclassing works. A Cleric 1/Psychic Warrior 1 should not fight worse than a Wizard 2-- and a Barbarian 3/Fighter 3 should not be tougher than a Barbarian 6.</p><p></p><p>8-9. Randomness only happens <strong>during</strong> the game-- not before and not after. It still amazes me that people think that rolling for stats and for hit points is a good idea. </p><p></p><p>Besides... almost noone cheats at die rolls in the game. Almost everyone cheats-- in some fashion-- when rolling stats or hit points. These are also the most tweaked rules in the game, as people keep trying to make random rolls more fair.</p></blockquote><p></p>
[QUOTE="Viktyr Gehrig, post: 2594009, member: 9249"] 1. Gestalt 2. Armor as DR 3. Weapon Groups 4. Psionics are Different 5. Action Points 6. Lower MDT 7. Fractional Progression 8. Average HP 9. Point Buy 1. I just like better-rounded characters, and allowing characters to have some backup skills without killing their main focus. Also, I miss 1e/2e multiclassing. 2. This has always made more logical sense to me. 3. This just works better-- and when you combine it with using weapon groups for things like Weapon Focus and Improved Critical, it makes Fighters a lot more versatile. 4. Makes them feel a little alien, a little strange-- and actually makes the fact that metapsionics and psionic item creation are seperate feats from metamagic and magic item creation. 5. This lets characters try to do things heroically beyond their normal abilities, and softens the edges of things like spell slots and n/day abilities-- it makes the characters feel a little more organic. I also need to give them somthing to make up for 6. 6. "No, Captain America [b]does not[/b] think parachutes are for girls." Gives medium-level characters reason to be worried about town guards, massed fire, and light crossbows. Also makes any combat more exciting, and makes players worry more about defense. 7. Necessary because of #1-- logical because of how multiclassing works. A Cleric 1/Psychic Warrior 1 should not fight worse than a Wizard 2-- and a Barbarian 3/Fighter 3 should not be tougher than a Barbarian 6. 8-9. Randomness only happens [b]during[/b] the game-- not before and not after. It still amazes me that people think that rolling for stats and for hit points is a good idea. Besides... almost noone cheats at die rolls in the game. Almost everyone cheats-- in some fashion-- when rolling stats or hit points. These are also the most tweaked rules in the game, as people keep trying to make random rolls more fair. [/QUOTE]
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Which variant rules do you use, and why?
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