Editing E6 3.5 The Motley Crew
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I think this style of game relies far less on niche protection...in fact, I'd say covering the bases as many different ways as possible would be handy. There will be sandbox elements to this game and as a GM I only 'balance' encounters in terms of availablity of avenues of retreat. If you encounter four Ogres, you need to make some quick decisions. | I think this style of game relies far less on niche protection...in fact, I'd say covering the bases as many different ways as possible would be handy. There will be sandbox elements to this game and as a GM I only 'balance' encounters in terms of availablity of avenues of retreat. If you encounter four Ogres, you need to make some quick decisions. | ||
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=House Rules= | =House Rules= | ||
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*Rule 6: Druids must trade wildshape for some form of ACF, or their animal companion drops to 1/2 level, as per a ranger. | *Rule 6: Druids must trade wildshape for some form of ACF, or their animal companion drops to 1/2 level, as per a ranger. | ||
*Rule 7: There is always a way around 'absolute' [no non-magical counter] magic spells. Each must be learned individually. | *Rule 7: There is always a way around 'absolute' [no non-magical counter] magic spells. Each must be learned individually. | ||
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And that's it rules wise. | And that's it rules wise. |