Arkobla Conn said:
Mind you - I love this RPG - and so do my players...but here are three things I dislike
1. Combat Styles - Why are they so devilishly difficult to get? My players are only now starting to qualify for them...and believe me, they don't need em! These things are COOL...lets figure out a way to make them available earlier.
Actually the Combat Manuvers strike me as something that is meant to help high-level characters stand out from low level ones. A nice extra perk for heroic warriors in a game system where HP are capped at 10HD and massive damage is an ever present threat. Still it is easy enough to add new manuvers for low level characters.
2. Sorcery - Yes, it HAS the feel I want, but it's so difficult to make a low level scholar have any value besides blowing himself up - that you have to fabricate situations where they are useful. My campaign now has no scholars.
Achelmical/herbal items. For scholars (espically low level ones) it should be all about the strange potions and powders. I added a lot of additional alchemical and herbal items to my game (and I eased up on the crafting restrictions a bit) to make sure my PC scholar always has plenty of little tricks up his sleve. Sure his damage with a vial of acid or flame-powder pales in comparison to the Nordhimer Barbarian but at least he always has something to do. Also I am friendly to my scholars "stretching" the limits of what a spell can do for versatility, if they can make a convincing argument to me and it will be cool in-game then I am likely to let it happen (though maybe with some penalties). For example: the Burst Barrier spell is kinda limited in its use (breaking down doors) but IMC I allow the Str check of the spell to be used for anything that a sudden, forcefull Str check could reasonably be expected to do, the restriction being that to use it on a creature requires a melee touch attack. Most notably this mean my scholars can now use that spell to make Bull Rush attempts to knock back anyone who gets too close to them. In my last game my PC scholar used it to throw a
camel at a couple of goons who were trying to rush him! :shock: I was pleased enough that I let the camel pin them for a round while he fled to the saftey of the party meatshields :lol:
3. Armor Piercing - OK, this is going to be contested...even with myself. I love this aspect and hate it. It just seems that I have a mental roadblock in this adn it slows down combat terribly. How can we USE this and not slow down combat??
The way I do it is that I basically handle all the calculations myself. I have my cheat sheets behind the DM's screen where I have all the PC's important numbers, such as DV and AP, I also have their DR and 1/2 their DR written down and the same for the NPC's. Remember AP is a static number so I only have to get it once at the start of the session. When a PC attacks an enemy while he is totalling his to-hit roll I glance at his AP and see if it penetrates or not, it is a comparison of two numbers no math required. If he hits then I subtract the appropriate DR from the damage and adjust the HP and give the player a short description of the blow. Same thing for NPC's attacking PC's, I do all the math in my head and tell the player how many HP he looses
after DR is taken into account (though I don't keep track of player HP myself, they do that and tell me when they drop). This saves time because there is no quetion an answer session with each attack roll where the player and DM have to exchange three or four different numbers.
But then again I am prety good with numbers in my head so this works for me, maybe not for others.
The other thing I am experimenting with is that when I send a horde of mooks after my players I don't even bother tracking their individual HP. I work up their stat-block before the session to get a feel for how tough they are (HP, DV, DR, Fort save, etc) then when a player attacks a mook I listen to what his damage was (did he roll high damage or low) and make a judgement call: maybe he takes the mook down in one hit or maybe he rolled low damage so I decide the mook will go down on the next hit (if it takes more than three hits to kill it is by definition not a mook :wink: ). That saves time on the big combats where I am throwing fifteen or twenty guys at my party.
Hope that helps.