| ALLENDM |
Is anyone using these alternate rules?
I am using them in my campaigns and I have found them to make the combat move faster. Typically the players and (NPC/Encounters) have to make decisions if they are going to stand their ground or retreat. Poison/Disease rules have added a lot of grit to campaigns. Especially with Poison and the front end HP damage you receive whether you succeed or fail your roll. It makes getting attacked with poison dangerous in a way that players have to consider the dangers of it even at higher levels.
Including feats.
For those that have used these rules (both or just one of them) what is your thoughts on them.
I am on the fence with the affliction track for Disease & Poison. I would rather see a more Wound Threshold (generic) progression track for Disease & Poison but I like both and have found they really lead to more old school type of play rolled into a more gritty feel.
Thoughts?
Jack