What are YOUR houserules?


Homebrew and House Rules

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Zhayne wrote:
Hawriel wrote:

Clerics are proficient with their god's favored weapon.

That's not a house rule, just to mention. That's RAW.

As the first sentence of my post states these are the house rules that have come IN and OUT of my groups games over the YEARS. That would be 20 years of playing over four different editions of D&D. Pathfinder is really D&D.

Clerics were only aloud to use blunt weapons up until 3rd edition. In 3rd ed priests with the war domain were aloud to use either their god's favored weapon/or were given weapon focus in that weapon if it was already available. It was not until Pathfinder that clerics were able to use the favored weapon by default.

Laurefindel wrote:


Yet unlike a bullet, an electrical arc doesn't keep going in a straight line if you move the electrode. I agree that modern conception of electricity does not apply here, but having electrical attacks behaving differently from fire attacks is an interesting mechanical concept.

Exactly, that is were the magic spell alters the normal course of things.

kyrt-ryder wrote:
Hawriel wrote:
Any reflex save that involves electricity uses the fort save instead. No, you cannot dodge electricity.

Of course you don't dodge electricity, you dodge the place it was aimed at, the same as dodging bullets.

No you don't, that is just nonsense. When you are "dodging" a person shooting you with a gun you are just making it harder for him to hit you. You are in no way dodging a bullet already in flight. spoiler tagging the explanation.

Spoiler:

Electricity is in no way like a gun. Conceptually when a magic user is casting a lightening bolt spell he is manipulating the laws of physics so that the target is attracts the electrical positive electrical charge that has just being generated. Part of the spell is specifically selecting the point of discharge. When the charge is released at the completion of the spell the charged elections instantly jump to the target. This, for all intense and purposes is instantaneous.

A person cannot dodge this. If the character saw a caster preparing the spell, and he either new, or assumed, that they were the target, or will be effected by, the electrical attack then they could possibly try and get into cover.

However there are important circumstances that are required for this to work. 1) The character would have to actually see the spell, or magical effect coming. 2) The character would have to have sufficient time to react. 3) The character would need a physical object to hide behind that would protect him from the coming strike, or at the very least lesson the damaging effects.

In game terms this translates to, 1) Be in a position to allow a perception check in order to know what is going to happen. 2) Be ahead of the magic user in an initiative order, thus allowing him to use his action to respond. IE use a move action to dive into cover. 3) There needs to be an object large, and strong enough to actually hide behind.


Mistah J wrote:


What do you do about evasion in this instance? I am intrigued by the idea but it seems unfair to just cut out one of the rogue's or monk's best defenses.

My friends and I have come to the conclusion that evasion is a little to strong, and it strays to far in the ability to suspend disbelief with regards to the real nature of electricity. Again spoiler tag for length.

Spoiler:

Evasion still works on every other effect that would call for a reflex save, so this is not that big of a hit. This is also just for electrical effects that would have a reflex saving throw. The two most common situations would be a bolt of lighting from a spell/wand, or a magical trap.

There are also other ways to protect against an electrical attack. Magic, and mundane items, and forethought by the player/character. A character can always find a protection from electricity magic item. They can also use objects creatively to protect against electrical charges. For example having rubber, or thick leather gloves when interacting with objects or traps that might have electrical properties.

Fore example if you believe that a lock might have an electrical trap on it, don't handle the metal lock picks bare handed, or make sure you are well insulated from the ground. This may not completely protect the character but it will help.

This house rule also effects other classes as well. The fighter and cleric with a poor, if not laughable, reflex save can now use a better, if not their best save to defend themselves from at least one of the common energy types.


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You know what, I find alchemist fire doing 1D6 for only 2 rounds hard to believe.
A pot of boiling water will do 1D6 for that attack only.
Burning oil will do 2D6 for up to 2 rounds. Splash should do 1 or 2 damage(flip a coin).
Alchemist fire is probably an early invention of nape and lasts up to 4 rounds.

Grand Lodge

My group and I are a bunch of old curmudgeons who have played since the original pamphlets came out. Over the years we have developed, tossed and even forgotten reams of house rules. The list that follows are what currently fill the ToHR (Tome of House Rules)

- I am the DM and I reserve to right to enforce or throw out any of the "rules" as I see fit depending on the demands of my campaign. Generally I default to RAW.
- Characters use 2d6+6, 6 times, net modifier bonus must equal +1, & arrange to taste for ability score generation. (18,11,9,9,8,8 is unplayable)
- healing of those in negative hp works as such: at moment of healing, raise hp to "1" and count healing up from there (resultant from my penchant for running "rigorous" combats)
- death occurs at negative CONx2 (but monsters do not always change targets when the current one drops - the tricksey PCs are known to attempt to "feign death")
- <stolen from D&D Next> in between combats characters have a pool of health they can recoup by taking 10 minutes to rest, eat a bite and catch their breath (also requires the expenditure of 2 "uses" of a healers kit) . This pool of hp is a number of dice equal to their HD/Class Level. The size of the die is the same as they roll for hp increases. For example a Fighter would use a d10, a Cleric would use a d8, etc.; a 5th level fighter would have 5d10 they could spend to recoup. If after a battle and the fight character took little damage, he/she/it could choose to take a break and "spend" 2d10 of healing to repair the shock to his nerves and maybe put a bandage on the scratches (7hp worth of damage in game terms). He/she/it would then roll 2d10 and add the result to the current hp (up to max - leftover is lost). The fighter would then have 3d10 left to use later in the adventure day. Once the PC gets a good night's rest (8 hours or so in any given 24-hour period), the pool of health is reset.
- RP skills are dealt with by what is actually said, not the result of the skill check. telling the chieftain "Give us what we want.. or else..!" while rolling on a Diplomacy check and getting a "30" is still going to illicit a negative reaction. The personality of the player is also taken into account in these situations so that shy people are not overly penalized, so adjudicating these situations can be a little subjective.

There are many others, but this is enough for now.

NB


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"Give us what we want.. or else..!" sounds like an Intimidate check.


Zhayne wrote:
LazarX wrote:
Zhayne wrote:

Yeah ... I want to play Pathfinder, not The Three Stooges RPG. I don't use the autofail or the autosuccess rules.

I wouldn't say that the Olympic Athletes rolled a 1, because 1s don't autofail on skill checks, by RAW. What they try to do is difficult (high DC), and sometimes they just don't make the check.

Sill checks have never been affected by the Natural 1/20 rules. That said, even Olympic athletes have been known to have complete disasters from time to time.
Which is exactly what I said in the post you quoted. Olympic athletes have wipeouts because what they're trying is high difficulty.

The best basketball player in the world does in fact sometimes miss an easy layup. Mark price sometimes missed a free throw. Even the very good sometimes do fail at the very easy, sometimes In embarrassing fashion(muggsy bogues blocking a Patrick Ewing shot)(did happen) .

Liberty's Edge

Kthulhu wrote:
Except those rules are ridiculously nerfing lava. It is not very very hot water. IT IS MOLTEN ROCK. If you are "submerged", any bit of you that would actually be submerged has already been burned away to nothingness.

In Mythbusters, they dipped their hands in molten lead.

Obviously it wasn't full body immersion, but illustrates that the issue may not 100% black and white.


Samy wrote:


In Mythbusters, they dipped their hands in molten lead.

Obviously it wasn't full body immersion, but illustrates that the issue may not 100% black and white.

Link for those interested.


Daethor wrote:
Samy wrote:


In Mythbusters, they dipped their hands in molten lead.

Obviously it wasn't full body immersion, but illustrates that the issue may not 100% black and white.

Link for those interested.

That is awesome.

Incidentally, same goes for liquid nitrogen or any other liquid gas. You'd need to submerge yourself for some 30+ seconds before any real damage will occur. Or a few minutes if you want that movie trope, where they shatter things with a hammer after submerging in liquid N2, to become plausible.


I allow keen and improved critical to stack. I am also less stringent on stealth rules and sneak attacks. I also run a group that hardly ever plays casters.


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krevon wrote:
I allow keen and improved critical to stack. I am also less stringent on stealth rules and sneak attacks. I also run a group that hardly ever plays casters.

... Seems like you could abuse the hell out of that with a rapier. Critting more than half the time you hit?


krevon wrote:
I allow keen and improved critical to stack. I am also less stringent on stealth rules and sneak attacks. I also run a group that hardly ever plays casters.

You just reminded me of another house rule my group is testing out now.

Feats, spells, and other effects that expand the critical threat of a weapon only increase it by +1. These effects can stack up to a total of +2.

We use critical hit effects, so keeping critical chances slightly lower is necessary. We like wounds and other effects because it actually makes critical hits more prominent. It's more dynamic of a critical hit is rolled and the character is stunned, bleeding,takes damage to limbs, or other such effects occur. It's a lot less boring than a spike in HP damage.

The multiplier on damage has been removed and we give a bonus to the critical hits chart.


RDM42 wrote:
krevon wrote:
I allow keen and improved critical to stack. I am also less stringent on stealth rules and sneak attacks. I also run a group that hardly ever plays casters.
... Seems like you could abuse the hell out of that with a rapier. Critting more than half the time you hit?

It does....but it also allows for more survivability at higher levels with an all martial party. My group doesn't really optimize.

Grand Lodge

Pathfinder Adventure, Rulebook Subscriber
RDM42 wrote:
krevon wrote:
I allow keen and improved critical to stack. I am also less stringent on stealth rules and sneak attacks. I also run a group that hardly ever plays casters.
... Seems like you could abuse the hell out of that with a rapier. Critting more than half the time you hit?

Remember that you still have to hit for most of that crit range. If you have to roll an 18-20 to hit, your increased threat range is useless.


This isn't really a house rule but our play style, unless the group is fighting a reoccurring faction, I wait a few rounds to let my PC's strategy for that encounter play out before I adjust.

The way it unfolds in my games is it feels as if the momentum in the battle is shifting even when the group has things under control.


Here are the house rules I'm using in the campaign I'm currently running:

-Stat generation is as follows: You can have whatever combination of stats that add up to a total of 78 (pre-racials) with the following guidlines: No stat above 18, no stat below 8, max two stats at 8.
-With noted exceptions, everything from CRB, APG, UM, UC is allowed. Stuff from other books is allowed on a case-by-case basis with GM approval.
-Core races only.
-In addition to Common, humans begin play knowing their national language.
-Summoners and Gunslingers are banned, while druids are discouraged.
-Clerics must worship one of the gods of the Pantheon.
-Clustered Shots and Leadership are banned.

The following feat and trait are available to charactesr who qualify:

Master Two-Weapon Fighting (combat)
Your skill with fighting with two weapons is peerless.
Prerequisites: Dex 21, Greater Two-Weapon Fighting, Improved Two-Weapon Fighting, Two-Weapon Fighting, base attack bonus +16.
Benefit: You get a fourth attack with your off-hand weapon, albeit at a –15 penalty.

Sacred Training (Faith trait; paladins of Aerinis only)
Benefit: While studying to become a paladin in the church of Aerinis, you have undergone extensive training with Aerinis’ preferred weapon, the bastard sword. You get Exotic Weapon Proficiency: Bastard Sword.

Sovereign Court

krevon wrote:

This isn't really a house rule but our play style, unless the group is fighting a reoccurring faction, I wait a few rounds to let my PC's strategy for that encounter play out before I adjust.

The way it unfolds in my games is it feels as if the momentum in the battle is shifting even when the group has things under control.

Interesting. What exactly do you adjust?


Xexyz wrote:

-Stat generation is as follows: You can have whatever combination of stats that add up to a total of 78 (pre-racials) with the following guidlines: No stat above 18, no stat below 8, max two stats at 8.

I kind of like this idea. Much more simple that point buy. I might try this for future games.

One of my own house rules that I use is that clerics and paladins must have a god they worship. This stems from two thing. One, I think that divine power has to come from somewhere. Two, it keeps my players from playing the same character, which is usually just themselves from real life, every time. I know there's the argument that players should do whatever they want when they play, but 9 times out of 10 they end up enjoying the different flavor and mindset. Sometimes being a DM is like being a parent, you have to force your kids to try something new to broaden their horizons.

Something I've done in recent days is have paladins share the alignment of whatever god they worship. They put the fan in fanatic as I say. All gods should have 'holy' warriors that protect their temples and flock. Of course this means that some of the abilities have to change a bit, but the old Unearthed Arcana book (which is up on the d20srd) gives alternate alignment paladins which gives me ideas where to start.

And then sometimes I just say screw it and stick to the basic rules.


christos gurd wrote:
Ive mentioned it before, but i drop the negative modifiers on races.

Then I will play a kobold with Str 18.


TriOmegaZero wrote:
RDM42 wrote:
krevon wrote:
I allow keen and improved critical to stack. I am also less stringent on stealth rules and sneak attacks. I also run a group that hardly ever plays casters.
... Seems like you could abuse the hell out of that with a rapier. Critting more than half the time you hit?
Remember that you still have to hit for most of that crit range. If you have to roll an 18-20 to hit, your increased threat range is useless.

True. Just saying, I bet a determined optimiser with the right weapon could make something quite interesting off of that.


Bunnyboy wrote:
christos gurd wrote:
Ive mentioned it before, but i drop the negative modifiers on races.
Then I will play a kobold with Str 18.

Enjoy!


Zhayne wrote:
Bunnyboy wrote:
christos gurd wrote:
Ive mentioned it before, but i drop the negative modifiers on races.
Then I will play a kobold with Str 18.
Enjoy!

Indeed, have fun with it.


Kthulhu wrote:
GM DarkLightHitomi wrote:
Also lava may be hot, but it doesn't matter whether it is rock or water, thhe heat and damage would be the same.

Not even close. From Wikipedia:

Quote:
When first erupted from a volcanic vent, lava is a liquid at temperatures from 700 to 1,200 °C (1,292 to 2,192 °F). Up to 100,000 times as viscous as water, lava can flow great distances before cooling and solidifying because of its thixotropic and shear thinning properties.
Water would have completely boiled away LONG before reaching even the lower bound of 700° C.

You missed the point.

The point was that the heat is the damaging aspect, not the fact that it comes from rocks. Being molten rock doesn't matter, being hot is the damaging thing.


Electricity follows predefined "lines" a connection between a positive charge and a negative charge. Once a connection is made then the electricity follows the path. This is why lightning can split, cause extra paths can be made.

However, if the target moves from the path, then the target won't be hit.

Additionally, if the target can ground the path before the electricity passes through their vitals, then they will effectively take no damage, so "evading" lightning can be described as grounding oneself properly.

Of course, once committed the strike can't be changed, so dodging lightning by timing a sudden shift in movement would work as well.

Lots of games include "chain lightning" type stuff but really those are nonsensical and done for coolness rather then any kind of sense.

Paizo Employee Design Manager

Choosing to use a lance to attack from the back instead of a bow or spell doesn't automatically downgrade your damage or action economy.


Magic is magic. Science is science. If you put a big van de graf(sp) generator in a room, the lightning will arc to whoever is wearing the most ferrous metal armor. If they have a gun, it will probably explode.
With control weather, the lightning will seek the easiest path to ground. More bad news for iron clad knights.

RPG Superstar 2009 Top 8

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Man.. I can't remember who said it.. or when, but I am reminded of the old RPG saying:

"Physics is a houserule."


True, but most houserules are based on what people know. Thus knowing physics means physics is the common sense that gets applied when making houserules. Those who don't know physics, or other applicable knowledge, will apply a different set of common sense to their houserules.

Just for some unknown reason, far too many people think that common sense is always the same, but truthfully, what one finds as common sense is entirely based on their knowledge and experience, which is different for different people.


What do you guys think of these?

1.) If a creature is caught flat-footed, any attack roll that meets or exceeds it's AC is considered a critical threat. (This one's deadly, I know.)

and

2.) When attacking with a weapon-like spell, you use your caster level in place of your base attack bonus.


My personal votes would be no and no.
#1 is too deadly.
#2 is too powerful; most weapon-like spells are touch attacks, which grow progressively easier to make as you advance in levels.


Pathfinder Rulebook Subscriber

This talk about electricity reminded me of an old one I used to use way back in 2nd edition AD&D: If you are wearing metal (such as armor), you take double damage from electricity attacks. It hardly ever came up, and didn't appear to be too horrendous.

Would I reinstate it for now? Highly doubtful, though it would make absolute sense. After seeing the numbers of shocking grasp and lightning bolt, this would really screw those clad in metal.


Detect Magic wrote:

What do you guys think of these?

1.) If a creature is caught flat-footed, any attack roll that meets or exceeds it's AC is considered a critical threat. (This one's deadly, I know.)

GM: "Tiger ambush! Lube up, it's time for another TPK! YEEEEEEEE-HAAWWWWWWWWW!!!"


GM DarkLightHitomi wrote:

Electricity follows predefined "lines" a connection between a positive charge and a negative charge. Once a connection is made then the electricity follows the path. This is why lightning can split, cause extra paths can be made.

However, if the target moves from the path, then the target won't be hit.

Additionally, if the target can ground the path before the electricity passes through their vitals, then they will effectively take no damage, so "evading" lightning can be described as grounding oneself properly.

Of course, once committed the strike can't be changed, so dodging lightning by timing a sudden shift in movement would work as well.

Lots of games include "chain lightning" type stuff but really those are nonsensical and done for coolness rather then any kind of sense.

Here is the thing about electricity. It moves at the speed of light. Your character does not. No one, other than a god, will see a bolt of light coming at them and have time to respond to it. However a character can take preventative steps to protect themselves against electricity. Such as making sure they are grounded. Moving out of LOS from the wizard who is going to cast a spell.

Magic is the bending, cajoling, and nudging of physics to get a desired result. In essence magic is apart of physics, it's just the ability to manipulate them according to a person understanding of them.

Magic is the reason why a lightning bolt spell is selectively targeted. It is also why chain lighting works the way it does. The magic is guiding the path to ground.


Hawriel wrote:

Here is the thing about electricity. It moves at the speed of light. Your character does not.

That's why you move BEFORE the bolt launches, so whoever's throwing it might aim where you were instead of where you are. The same way many people avoid getting shot.


Zhayne wrote:
Hawriel wrote:

Here is the thing about electricity. It moves at the speed of light. Your character does not.

That's why you move BEFORE the bolt launches, so whoever's throwing it might aim where you were instead of where you are. The same way many people avoid getting shot.

If you are moving before the bolt is released then you have innitiative over the caster, and you made a perception check, and knowledge check to see and know what the caster is doing. With a better initiative you are taking an action before the wizard. A reflexive save happens after the action. So no, you do not dodge a lightning bolt after it is released.

As I've said before, if the electrical effect was part of an action that required an attack roll, such as a ray spell, then my house rule would not apply. Your character would be dodging their aim, because the dex bonus applies to AC, unless flat footed, in that situation.


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That only works if you assume initiative works like 'this guy moves, then stops and stands there, next guy moves, then stops and stands there'. Everybody is constantly moving around during a fight; the initiative system is just there to give some semblance of order to the total chaos of battle.


Hawriel wrote:


Here is the thing about electricity. It moves at the speed of light.

Not really. It's somewhere between 1/100th and 1/1000th the speed of light.


137ben wrote:
Hawriel wrote:


Here is the thing about electricity. It moves at the speed of light.
Not really. It's somewhere between 1/100th and 1/1000th the speed of light.

I think it's time to start the "Physics of Magical Lightning" thread guys.

"What are YOUR houserules?"


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This thread might as well be titled, "Lava & Lightning" :P


Detect Magic wrote:
This thread might as well be titled, "Lava & Lightning" :P

Why does a lampshade joke seem apropos here?


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Can'tFindthePath wrote:
137ben wrote:
Hawriel wrote:


Here is the thing about electricity. It moves at the speed of light.
Not really. It's somewhere between 1/100th and 1/1000th the speed of light.

I think it's time to start the "Physics of Magical Lightning" thread guys.

"What are YOUR houserules?"

We created a spell one-level higher that has the lightning bolt be made of electrified lava :P


When rolling hit dice, players are allowed a single free reroll if they roll below average, and an additional reroll if they roll a one. Each reroll lowers he maximum result by one however. So if roll a d8 and get a 3, you can roll a d7, and if you get a 1 you can roll a d6, and you take the highest result.

Also, every character gets a free skill point for a profession skill at level 1.

Fighters and paladins get 4 + INT skill points.

Two weapon fighting automatically upgrades to improved and greater when the BAB reaches the necessary level.


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Ascalaphus wrote:
krevon wrote:

This isn't really a house rule but our play style, unless the group is fighting a reoccurring faction, I wait a few rounds to let my PC's strategy for that encounter play out before I adjust.

The way it unfolds in my games is it feels as if the momentum in the battle is shifting even when the group has things under control.

Interesting. What exactly do you adjust?

I adjust who the enemies are targeting in the group and any combat maneuvers that need to be done.

If need be retreat, regroup, and reassess. I might even let the PC's calling out to adjust tactics.
"Maul take the wizard down!" (grapple)
"Evan take care of the big guy" (disarm)
Small things to keep everything from being numbers focused.


RDM42 wrote:
TriOmegaZero wrote:
RDM42 wrote:
krevon wrote:
I allow keen and improved critical to stack. I am also less stringent on stealth rules and sneak attacks. I also run a group that hardly ever plays casters.
... Seems like you could abuse the hell out of that with a rapier. Critting more than half the time you hit?
Remember that you still have to hit for most of that crit range. If you have to roll an 18-20 to hit, your increased threat range is useless.
True. Just saying, I bet a determined optimiser with the right weapon could make something quite interesting off of that.

You also have 8th level casters by then too, so comparatively it's no worse than the shenanigans a first level caster can do.

Also, a falchion fighter in a group I play with has earned the nick name "One Shot" it has made from some great role play.


Wyntr wrote:
Can'tFindthePath wrote:
137ben wrote:
Hawriel wrote:


Here is the thing about electricity. It moves at the speed of light.
Not really. It's somewhere between 1/100th and 1/1000th the speed of light.

I think it's time to start the "Physics of Magical Lightning" thread guys.

"What are YOUR houserules?"

We created a spell one-level higher that has the lightning bolt be made of electrified lava :P

One level? Game balance is dead at your table. I'm ok with that.


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Detect Magic wrote:
This thread might as well be titled, "Lava & Lightning" :P

Lava flows and lightning, very very frightening?


Game balance depends far more on the players then the rules.

Rules can help or hinder balance but not by much, certainly not enough for me care.


This one a player recently reminded me is an "unofficial" house rule of all my games.

I run party sizes of 10+ players; no one player is integral to the story.


10+players? Yeesh, better you than me Damian. Over six and it starts turning into a pain in the ass for me. (With a good group I think I could manage 8 max.)


kyrt-ryder wrote:
10+players? Yeesh, better you than me Damian. Over six and it starts turning into a pain in the ass for me. (With a good group I think I could manage 8 max.)

I run four 30+ player games every year (one day events on select holiday get togethers).

I once ran a steady 20 player campaign that lasted for 3 years.

Running that many players is no more of a chore for me than running a "traditional" 4 player party. In some respects it is easier. The "standard" rules no longer apply (let the party split up, they just made it 2, 3, or 4 parties not one huge one). And Cliffhangers... Those are your friend. If you can keep the tension high enough the groups that are not currently center stage are hanging on what's happening to the one that is in the spotlight. (Typically I try to jump from group to group every 15 mins or so.)
It also does not hurt that I suffer from ADHD... SQUIRREL!... where was I? oh yes... 10+ players...
It also helps if you are a benevolent martinet as a GM.

I did not start with that many; it just kinda expanded over time.
The Core group was 5 (me and 4 players) and then one of them had a buddy who wanted to join, and then later 2 more joined, and so on. I just kept expanding my comfort zone a little at a time and the next thing I knew I was regularly running a group of 15 with periodic ballooning to 25 to 30.
These days I try to keep it to 10 but there are certain players who will always have a seat at my table no matter the size (they are old D&D "war" buddies from my early days as a GM way back in the late 70s early 80s).


I think your 20 person game is a bit different than what most people picture when they hear "20 person game". Seems like you're running 4-5 separate games, but in a shared universe with some cross over (switching back and forth between groups every 15 minutes) rather than one big honkin' game.

Which sounds pretty rad.

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