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I cracked open the Dungeon Master's Guide and took a look at all of the variant rules options in chapter 9. Then I ranked them so you all know which ones you must use vs. the ones that should be avoided at all cost.
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If you missed my Call of the Netherdeep Review you can take a look here: [ Ссылка ]
Timestamps:
0:00:00 - Introduction
0:02:13 - Speed Factor
0:04:06 - Injuries
0:06:11 - Passive Initiative
0:07:04 - Plot Points 3
0:08:48 - Firearms/Explosives
0:09:38 - Healer's Kit Dependency
0:10:09 - Honor/Sanity
0:11:05 - Ability Checks by Class
0:12:27 - Rest Variants
0:14:02 - Side Initiative
0:15:18 - Massive Damage
0:16:18 - Fear/Horror
0:17:39 - Background/Personality Proficiency
0:20:35 - Cleaving Through Creatures
0:22:02 - Hero Points
0:23:32 - Healing Surges
0:24:46 - Slow Natural Healing
0:25:44 - Plot Points 1 and 2
0:28:18 - Action Options
0:30:22 - Morale
0:30:55 - Hitting Cover
0:32:58 - Proficiency Dice
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Huge thank you to Taking20 and Web DM for helping me to grow as a Dungeon Master and content creator. And of course a huge shout out to Nerd Immersion and Dungeon Dudes for helping grow the community.
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