[–] 6 points 5 months ago (1 child)

One of my friends has come up with rules for food and cooking, inspired directly by Delicious in Dungeon. It works really well. Food is directly linked to hit dice. You need to eat to maintain your HD, and you spend HD when healing wounds (even magically) and to exert yourself for bonus actions and such. Hunting, gathering, and cooking are all skill checks that determine how good the food is and how nourishing it is. We played a few test sessions killing monsters and harvesting food from them. Soon we will be playing a large campaign using these rules, and we're all looking forward to it.

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  • [–] 4 points 9 months ago (1 child)

    I don't think fluff should be considered unnecessary. A teddy-bear without fluff is just an empty bag. In a game, the fluff fills out the world, giving it form. It's needed by both rules heavy and rules lite games. My term for rules lite games is usually "cinematic". In these game, the story and the narrative take precedence over number crunching or rules lawyering, just as movies often ignore what is "real" in favor of what is "cool".

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  • [–] 3 points 9 months ago

    Ten Candles is an amazing game, but it is a one-shot, not for campaigns. Everyone dies at the end of the game. Period. It is the journey toward that inevitable end when everything goes dark that makes it so good.

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  • [–] 68 points 9 months ago (18 children)

    This kind of thinking is wasteful. Every d20 has a finite lifespan. It was created, and it will, at some time in the future be destroyed, as all things are. That means it has a finite number of rolls in its lifetime, with an equal distribution of all possible outcomes. When you "practice roll" and get a nat 20, you have wasted one of the limited number of nat 20s that die has in it. Think of the 20s. Don't practice roll.

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