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Audioepics wrote:On the other hand, maybe it's because I've become so used to slightly meatier systems by now, but there was something about the game that felt a bit unfulfilling to me as the GM, although the players all seemed to really like its simplicity. Maybe I'll just need to be a bit more creative with the material, but a lot of it felt a bit too "bare bones" somehow. Perhaps Set 2 fixes this by adding some more detail? All in all, we had a good time. I'm pretty sure we'll finish the Dalish Curse next session, after which we may move on to Blood in Ferelden.

Audioepics wrote:Enemies have pretty low HP, particularly compared to D&D 4e, making the combat short but brutal.


zanwot wrote:Set 2 could indeed help you, as for example it introduces exploration and roleplaying stunts which would help you see how to develop the game in those directions, while at the same time giving you a few more "handles".

Scion of Haven wrote:Audioepics wrote:Enemies have pretty low HP, particularly compared to D&D 4e, making the combat short but brutal.
Huh. I had the exact opposite experience. I ended up cutting HP in half across the board and dramatically reducing armor when I ran it, because everyone, players and monsters alike, had just too much HP and took way too long to die. Simple combats dragged on for hours.


shonuff wrote:Armor resistance maybe?



Audioepics wrote:Strange, was this in the Dalish Curse? Or did it happen in higher levels? Because the fights really flew by for us, especially compared to other games. Maybe I'm doing something wrong that's accidentally making the game more fun?



Arimmus wrote:For My games i start Players out with Mages 10 HP, Rogues 15, and warriors 20. For the homebrew setting I am making, you only gain HP ever 5 levels and MP every 3. Once I get the spell system done I will release it (Mages can have a potential 20 somethings spells come level 10.) Armor in my games is also a lot harder to come by. Heavy plate requires 1500 gp, and even if a player has it, they need to have to have a contact (Communications (Bargaining) TN 18, ST 15) find it, or find someone willing to spend the time to make it. (TN 15, ST 15). I also handle such interactions a different way, where it all depends on who reaches the ST first, the Attacker or the defender. If the Smith reaches it first, he will refuse to make it.

Arimmus wrote:For My games i start Players out with Mages 10 HP, Rogues 15, and warriors 20. For the homebrew setting I am making, you only gain HP ever 5 levels and MP every 3. Once I get the spell system done I will release it (Mages can have a potential 20 somethings spells come level 10.) Armor in my games is also a lot harder to come by. Heavy plate requires 1500 gp, and even if a player has it, they need to have to have a contact (Communications (Bargaining) TN 18, ST 15) find it, or find someone willing to spend the time to make it. (TN 15, ST 15). I also handle such interactions a different way, where it all depends on who reaches the ST first, the Attacker or the defender. If the Smith reaches it first, he will refuse to make it.






Arimmus wrote:I actually am for my setting creating a "Classless" system for mine. Warrior, Rogue and Mage are just the archtypes, however it breaks down to this.
Level 1 3 Special abilities or talents.
Level 2 New Spell, Or a Special ability.
Level 3. New Talent, MP Increase.
Level 4 New Ability, and new Spell.
Level 5 HP Increase, and Talent.





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