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Post by Kristian on Jan 27, 2020 22:29:27 GMT
Experimental, freeform, no limits. What was there not to like? I wasn't keen on the idea at all (I'm still not sold on it) - but it was James' game, so it was James' rules (and even though I thought that I was being heavily penalised by not being allowed to take 'Nature' as a single sphere ...I just ran with it because that was the DMs ruling). I threw the same fit with James and mage punk Similarly, I would have preferred if there weren't so many restrictions in James' game ...but he didn't want to run vanilla D&D ...so once again, James' game, James' rules ...I put some trust in the DM, as I expect he knew what was best for the setting. Rules 1 and 2 affect everyone almost equally. I'd argue rule 2 effects melee types (and clerics - due to healing) more (how often have your spellcasters been on death saves compared to the guys standing at the front?). But it's what we did in AiME, it's actually a lesser version of one of the official options in the DMG, it's also similar to what Steve is doing now! But like I say - you are not supposed to spend the night in the Maze/Moor ...it really shouldn't be an issue unless I expressly plan it out as such, or you really screw up (in which case I probably have something particular in mind ). Rule 3 affects classes with shield proficiency. But it's very much a double edged sword ...and has the possibility of lessening the healing burden of the cleric in exceptional circumstances (I forget what game it's from - but it's another D&D spin-off). It's only a suggestion, we can ditch it if folks don't like it. Rule 4 affects magic users by placing new limits on them... It only really effects cantrip spam IMO. Do you really expect to get through 15+ cantrips per short rest if you're not spamming them. As I said above, if we can have a table rule to simply not cantrip spam, I'm good with that - ignore the suggestion completely (note that I was also thinking of using this adventure/campaign with my Saturday lot - where this 'spamming' has come up ...so I'd would have preferred a unified set of rules for both - as it might be cool if both groups are exploring the Barrowmaze at the same time ...so they will experience some of your aftermath ...and you, theirs ...though I'm not 100% sold on this yet - as it might be a bit too crazy of an idea ). Rule 5 affects a very small number of races... ...intensifies a new unavoidable limit on magic users trying to help companions see in the dark Don't wield two weapons / double-handed weapons (a hefty 'penalty' on fighter types), buy torches/lanterns, hire torch bearers, etc.. Even so, I expect a 'light' spell will still be in effect most of the time ...so not much will change in reality. * * * * * Anyway, I would just ask that folks have a bit of faith in me as a GM (there were no rules for Steve's level 0 game ...but you trusted that Steve would make it fun - plus we'll not even be playing this very often ...maybe a few times a year) ...and if the cantrip thing is that much of an issue for folks I'll refer you back to the 'if the whole group agrees that cantrip spam is bad form at this table' comment. And I'll similarly put some faith in you! Oh and... I would be equally upset if Magic users had slave collars to use on martial characters in the party. ...that's in no way comparable to any of these suggestions IMO - and more than a little bit hyperbolic (or is that something from another game that I'm forgetting?).
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Post by pericles on Jan 27, 2020 22:42:38 GMT
Just being extreme. No game setting but a reference to the many coloured land The Tanu (psions) had golden torcs which they used to control normals wearing grey slave collars.
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Post by Kristian on Jan 27, 2020 23:10:37 GMT
Oh ...and I have a new (well a hand-me-down) phone now (my dad got a new one with his contract - so I've nicked his old one before my brother did ) However, transferring the contacts across didn't work (my old phone has been acting up for a while, as you know). It's the same number as before - but I'll need to add everyone again
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