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D&D is great for many gamist aspectsFinally, but is poor for drama. I attribute this you have all rights to Hit Pointsinvoke rule 0, the unspoken rule of all rpgs that you may forget- have fun. There is no danger in combat if nothing can seriously hurt youIf Fate just isn't your thing, don't use it. That is why the game is exciting If Plot Points seem way out of whack and terrifying during combat at levels 1-3you think they ruin a story, but pretty yawn worthy at the higher levelsignore them or change them. Fortunately, there is a slew of variant rules If Narratives seem to help this. Below are my personal recommendations:*[[E6 (3.5e Sourcebook)]]*[[The Book strip you of Grievous Injury (3.5e Sourcebook)]]*[[Dying 3.75 Edition (3your all powerful GM Throne, don't allow them.5e Variant Rule)]]*[[Dying is Serious (3.5e Variant Rule)]]*[[Wounds and Armor Reconsidered (3.5e Variant Rule)]]*[[Publication:Grim-N-Gritty]]*[[Publication:Unearthed Arcana/Injury]]*[[Publication:Unearthed Arcana/Vitality and Wound Points]]*[[Publication:Unearthed Arcana/Massive Damage Thresholds and Results]]*[[Publication:Unearthed Arcana/Death and Dying]]*[[Publication:Unearthed Arcana/Combat Facing]]
→Read This Before Continuing
All the above information are general guidlines for campaign building. These will work for any game, any system, any thing where cooperative storytelling is the primary goal.
Everything after this sentance is D&D specific. D&D as a game is poorly written with the goal of "be all, end all"despite the physical impossiblity of pleasing everyone. By now, you and your group have an established playing style. This is a fact, for if you hadn't you would not be snooping around the homebrew section in the first place. The rules past this chapter attempt to emulate cinema, the great RPGs of our generation, stories and a few humor bits legends that have real game effectsthe D&D writes claim to be their inspiration. If '''none''' of this appeals to you, stop reading now.