Hahhah, i would still consider myself a noob. I know the basics such as spell slots and hiding, but im lost when it comes to calculating projectile speed and status effects priority.
Which comes 1st the *(Character on fire for some reason/ Might be the oil i brought) (2nd turn) Burn per turn damage or the saving roll to see if i managed to put out myself by rolling on the ground.
Who knew carrying around oil then set a blaze by fireball was so hazardous. *Note to self leave leather bag behind before battle.
*Bag gets stolen. LOL
But all jokes aside. Try mixing it up with homebrewed rules to improve the pacing of the game, for me especially combat. Pacing is the thrill killer.
I guess thats about it, im not really a stickler to the rules that much. Hahha i usually let the GM keep track of it and just follow what he says. In terms of playing, as the post indicates. Better to leave out infrequent players because they create holes and problems for the table as a whole.
Simply having more players doesn't always equal to better experience, especially if some of them are gone half of the time. So sorry ryivhnn i have to politely decline.
Hhahaha no worries i'll comment on your stories from time to time
RE: TTRPG writeups: WoD Modern 2 - Mercenaries #1