tag:blogger.com,1999:blog-3871409676946408069.post1915649391981367156..comments2023-10-14T03:58:59.333-06:00Comments on The Tao of D&D: There: Now You're LegolasAlexis Smolenskhttp://www.blogger.com/profile/10539170107563075967noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-3871409676946408069.post-7172447790093700482015-08-25T11:19:00.999-06:002015-08-25T11:19:00.999-06:00This is true, Oddbit. The overall structure of al...This is true, Oddbit. The overall structure of all the rules I play do tend to hinge together, so that no one pin can seriously undermine the whole frame. If magic were a commonly possessed item, then there would be reason to restrain the players from having additional approaches to combat - they would already be walking through enemies and simply destroying them.<br /><br />I always bristled at the tremendous piles of magic that turned up in the original modules put out by TSR. Ridiculous amounts. And this by the same people who warned the players against "Monty Haul" games (does anyone still remember that reference?).<br /><br />I've played my games with minimally available magic since the beginning and I strongly believe that while magic is a great addition for players (most have two or three pieces) it is very important not to let the magic be the combat strength, but the character experience via class. Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-63936265389790801922015-08-25T09:43:47.708-06:002015-08-25T09:43:47.708-06:00This kind of -4 ruling works well for your games f...This kind of -4 ruling works well for your games for a few very good reasons. I think the -5 will work as well.<br /><br />1. It doesn't require investment. The option is just there.<br />2. In your games magical equipment is uncommon.<br />3. There are many cases where your opponent's AC doesn't scale. Lots of foot soldiers, big HP buckets and so on...<br />4. Ammunition is tracked<br /><br />Oddbithttps://www.blogger.com/profile/12091924105175846386noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-45757219849348541572015-08-24T16:27:42.027-06:002015-08-24T16:27:42.027-06:00On some level, I am certainly stretching - I'm...On some level, I am certainly stretching - I'm not sure a cave-in can happen over the space of years.<br /><br />If it unbalances the campaign (this being the holy grail) then I will claw it back. I do not think it will, however, otherwise I would not risk it. I am careful in the changes I make, just as I describe in my How to Run book. And technically, the precedent is set - if 1 attack/2 rounds without penalty can be shortened to 1 attack/round with penalty . . .<br /><br />Then it follows that 1 attack/round without penalty can ALSO be shortened to 2 attacks/round with penalty.<br /><br />It's math.Alexis Smolenskhttps://www.blogger.com/profile/10539170107563075967noreply@blogger.comtag:blogger.com,1999:blog-3871409676946408069.post-21803489306649635342015-08-24T15:59:24.783-06:002015-08-24T15:59:24.783-06:00Mmm...caving.
; )
I'd disagree with the answe...Mmm...caving.<br />; )<br /><br />I'd disagree with the answer being "quite reasonably yes;" even with combat experience increasing awareness and whatnot, it would seem there are limits to how fast one can draw aim and fire while in actual combat (speed shooting videos and Legolas impressions aside). But I suppose it just results in ammunition being expended faster anyway...and it'll make the players happy.JBhttps://www.blogger.com/profile/03263662621289630246noreply@blogger.com