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Originally Posted by Bellona
Reminder: You're the GM. You can throw things at the players that don't necessarily fit in with what might be hinted at by the text in the manuals. You could also just as easily say, "Hmm... there are only 10,000 or so Felinor in the entire world. What makes my players think that they will ever encounter one, let alone be one?"
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Quote:
Originally Posted by Bellona
With respect to your concerns in prior posts about the starting money, why not give each character an item of some worth to start with? For instance, the ranger-type character I created has a bow and a knife and some herbs. Makes sense if they live in the woods. And it gives a more realistic feel without totally overpowering a new character.
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Quote:
Originally Posted by Bellona
I do tend to agree that keeping track of readying times can become tricky when you're into multiple rounds of combat. But again, you're the GM. Change the rules. Maybe only very large weapons need to have a readying phase whereas smaller weapons can be used each round, presuming that the monsters do the same. But maybe you can only either attack or defend in a round. There are a thousand ways you could go with this to make it simpler to follow and track.
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Of course, as a GM, I can change whatever I like (and did when running my own game). But, of course, I wasn't reviewing my houseruled version of the game, I was reviewing the game that came in the box. And the game that came in the box included a race that half my players found offensive (the other half found them unplayable), a combat system that was unusable and a chargen system that started the characters off with very little equipment and gold as the default.
Some of these problems are easily solved by the GM. The starting money isn't much of a problem - just increase it. But the combat system would be particularly difficult for an inexperienced GM to fix. And changing the Felinor without fundementally altering their concept would be tricky.