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JohnnFour

Game Master
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Demonplague Author
Borderland Explorer
My next campaign will be using training for level advancement, something I haven't used for years.
 

beerwithdragons

New member
Wizard of Combat
My next campaign will be using training for level advancement, something I haven't used for years.
That's great! Would this be for 5e? I'd love to see what your rule set would be for that as I too would like to incorporate that into my 5e camapign.
 

JohnnFour

Game Master
Staff member
Adamantium WoA
Wizard of Story
Wizard of Combat
Gamer Lifestyle
Demonplague Author
Borderland Explorer
Yes, 5E. I'll be using the optional rule in the DMG. It will mostly focus on the roleplay though. Finding a trainer or mentor, building a relationship, triggering side quests, etc.

The adventure strongly suggests spacing time out, and training is one way to do that.
 

DM Mark

New member
Gold WoA
Playing a very gritty campaign that reimagines Greyhawk but keeps it true to how we did things when the game came out. Only improving where I feel things are missing for my style of game.

Mostly Modified First ED AD&D Keeping most core rules and bolted on:

I am using SIFRP Game of Thrones House Rules Modified with Birthright.
I am also using a Intrigue System I developed based off SIFRP GOT and the skill system I created.
Using Doom Momentum and Fortune From Conan an Age Undreamed of which has been slightly modified
I am using a Skill System based on Runequest incorporating ACKS skills with 2nd ED
Using ACKS as well as DND chars
Allowing 2nd Ed Chars if there is no First Ed Equiv exception is Bards which we are using 2nd ed
I have developed my own critical hit chart/system which calls out to Trauma tables if things are bad enuff. Simplified some trauma stuff
I am having Psionics scale with level and adjusting monsters as needed
Training is only at every column change for saves

thats all I can think of at the moment :p


DM Mark
 
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Haven't gotten a game off the ground for awhile now, but even back "in the day", I always automated (pnp-wise) as much as possible.

At the very least, I always have "barely failed" based progression/advancement, no matter what game it is, unless it's something highly narrative like my current (published) fave, "Dream Factory", because character power doesn't really apply there.

Re: to the first, is that I always use merit based gaming and mechanics whenever feasible; the players get the power/advancement, even if the system doesn't really lend itself to the characters doing so.

Systems are really a protracted coin-toss; the more broken/complex it is, the easier it is to rig the toss.

The most basic rule though, that everyone can understand, is K.I.S.S.

Simplicity is good; the simplistic is merely catastrophic complexity snuck in the back.


TL;DR - The rule of ruthlessly stripping away the superfluous/redundant, esp. mechanics.
 
Yes, 5E. I'll be using the optional rule in the DMG. It will mostly focus on the roleplay though. Finding a trainer or mentor, building a relationship, triggering side quests, etc.

The adventure strongly suggests spacing time out, and training is one way to do that.

Forgive me if I'm incorrect, but this seems to address what makes games better, rather than easier; perhaps you could elaborate at some point.
 
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