From: Jeremy Martin (vesper@libra.seed.net.tw)
Date: Mon 03 Dec 2001 - 17:20:01 EET
The last letter about D&D3 and some d20 material I've been reading has
I guess most of my problem is that in RQ, everyone by default has to be
And with the limitations of spells like Palsy and such, most of our
I kinda miss the class distinctions of D&D. ( Don't stone me to death
I really like the system, but does anyone put a cap on how many exp
I also just saw a campaign where the GM gave the players 17 weeks for
I'm kind of wandering here - think I'll send this and see what you guys
Thanks in advance.
Jeremy
got me thinking...
a warrior (except maybe the odd Chalana Arroy priestess). With the
group I'm running, there's a lot going on and so they're always out
adventuring. Every week, we seem to be coming back making experience
checks and, since there's pretty much always a fight going on, even our
mages have 60% plus with their weapons.
mages just put Damage Boosting on their weapons and go in, too...
here...)
checks a character can roll? Do you guys use the 100% max for non Rune
types?
training. How much time do most of you let your players train between
'adventures'? Granted, it would let the players specialize a character
more... It just seems that there's always a bunch going on in the
campaign I set up - it just logically follows the last scenario.
get from this...
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