Hej drenge
Som vi snakkede om forleden, så er rituals problematiske (for mig), især på højere levels. Det er ganske enkelt ret svært at overskue alle de muligheder at der, til at komme rundt og få info, men også til mange andre ting.
Man kunne sidde og gennemgå alle 314 rituals, men hvis jeg kan blive fri, så generer det mig da ikke.
Så derfor ville jeg høre hvad folk ville sige hvis jeg helt droppede rituals, lige pånær magic potion og magic item creation samt disenchant? De classes der har ritual casting ville få en feat som kompensation.
Lad mig høre jeres mening, og/eller eventuelle spørgsmål.
Viser opslag med etiketten Rules. Vis alle opslag
Viser opslag med etiketten Rules. Vis alle opslag
23. februar 2011
5. januar 2010
More Houserules
9) You can only drink 1 non-healing potion per encounter. Drinking more than 1 potion causes great internal damage (lose 1 healing surge and take damage equal to your healing surge value). Should anyone be stupid (or daring) enough to drink a third potion during the same encounter, he will lose 2 healing surges and take damage equal to 2x healing surge value. A 4th potion will kill you (lose 4 surges and take damage equal to 4x healing surge value)
Why? - Well, with the removal of magic item creation, it gives me the liberty to control the flow of potions. I want potions to be a bonus, not the deciding factor in important fights. Meaning, to avoid hoarding of the potions, we are going to go oldschool and see if the mixing of potions can't detract people from doing just that..
Why? - Well, with the removal of magic item creation, it gives me the liberty to control the flow of potions. I want potions to be a bonus, not the deciding factor in important fights. Meaning, to avoid hoarding of the potions, we are going to go oldschool and see if the mixing of potions can't detract people from doing just that..
24. december 2009
Second Age Campaign - House Rules
1) Everyone gets weapon and implement expertise free for any weapon or implement they use at 5th level.
Why? - To fix the math
2) Everyone gets a scaling +1/+2/+3 bonus to defenses at level 5/15/25
Why? - To fix the math
3) You get an AP after every combat.
Why? - It's easier to remember, and I plan to tone down the amount of magical items a little bit, so this is to off-set that.
4) There is no creation of magic items, but you can still upgrade an item you have with the proper ritual (which is the Create Magic Item ritual). You can also still disenchant items for residuum.
Why? - Because I hate the whole magic-shop concept which inevitably comes up with the possibility of creating magic items. Also, I am going to attempt to make a slightly more "realistic" economy, instead of the default exponential one, and the creation of magical items interferes with that.
5) BETA Change ritual casting times expressed in minutes to rounds. This means that rituals with their casting time expressed in hours or days do not have their casting time changed. Characters count as Dazed while casting and/or aiding to cast a ritual, due to the concentration required. Rituals are Sustain (Standard) until the start of your next turn while casting.
Why? - I want to make rituals a bit more interesting and flexible. Stopping up for 10 minutes in the middle of a crypt to chant so that you might be able to see a door is a tad weird at times, while stopping for a minute might be more realistic. It also gives a mechanic to use for NPC's when they cast rituals.
6) Raise Dead is a once in a lifetime happening for a character, and only under the most exceptional circumstances. It is a quest and very expensive.
Why? - Because death should be something to fear, not just another way for the players to spend their gold.
7) Summons are DM controlled when not directed by their caster (and no Instinctual Action). Will likely attack last attacker, or random adjacent creature (depending on alignment/intelligence). Will never attack caster.
Why? - Because it adds some flexibility and usefulness to the whole summoning stitch, which otherwise is overshadowed by other options.
8) Push into wall = Prone (w/ save)
Why? - Because we have always played with it.
Why? - To fix the math
2) Everyone gets a scaling +1/+2/+3 bonus to defenses at level 5/15/25
Why? - To fix the math
3) You get an AP after every combat.
Why? - It's easier to remember, and I plan to tone down the amount of magical items a little bit, so this is to off-set that.
4) There is no creation of magic items, but you can still upgrade an item you have with the proper ritual (which is the Create Magic Item ritual). You can also still disenchant items for residuum.
Why? - Because I hate the whole magic-shop concept which inevitably comes up with the possibility of creating magic items. Also, I am going to attempt to make a slightly more "realistic" economy, instead of the default exponential one, and the creation of magical items interferes with that.
5) BETA Change ritual casting times expressed in minutes to rounds. This means that rituals with their casting time expressed in hours or days do not have their casting time changed. Characters count as Dazed while casting and/or aiding to cast a ritual, due to the concentration required. Rituals are Sustain (Standard) until the start of your next turn while casting.
Why? - I want to make rituals a bit more interesting and flexible. Stopping up for 10 minutes in the middle of a crypt to chant so that you might be able to see a door is a tad weird at times, while stopping for a minute might be more realistic. It also gives a mechanic to use for NPC's when they cast rituals.
6) Raise Dead is a once in a lifetime happening for a character, and only under the most exceptional circumstances. It is a quest and very expensive.
Why? - Because death should be something to fear, not just another way for the players to spend their gold.
7) Summons are DM controlled when not directed by their caster (and no Instinctual Action). Will likely attack last attacker, or random adjacent creature (depending on alignment/intelligence). Will never attack caster.
Why? - Because it adds some flexibility and usefulness to the whole summoning stitch, which otherwise is overshadowed by other options.
8) Push into wall = Prone (w/ save)
Why? - Because we have always played with it.
1. december 2009
Raise Dead House Rule
Raise Dead: After being raised, you suffer a -3 penalty to the usual rolls. For every milestone you achieve, you lessen the penalty by 1. The cost of raise dead is also not as straightforward as by the book.
1-7 Not possible
8 2,600
9 3,400
10 4,200
11 5,000
12 9,000
13 13,000
14 17,000
15 21,000
16 25,000
17 45,000
18 65,000
19 85,000
20 105,000
21 125,000
22 225,000
23 325,000
24 425,000
25 525,000
26 625,000
27 1,125,000
28 1,625,000
29 2,125,000
30 2,625,000
1-7 Not possible
8 2,600
9 3,400
10 4,200
11 5,000
12 9,000
13 13,000
14 17,000
15 21,000
16 25,000
17 45,000
18 65,000
19 85,000
20 105,000
21 125,000
22 225,000
23 325,000
24 425,000
25 525,000
26 625,000
27 1,125,000
28 1,625,000
29 2,125,000
30 2,625,000
28. november 2009
Defenses - del 2
Vi snakkede noget om de forskellige defenses sidst og jeg tror jeg har fundet ud af hvordan det skal køres.
Som tidligere nævnt er det således at:
Fra level 1 til level 30 får alle monstre +29 bedre to hit.
Alt imens en player får +28 til sin gode defense (det er med den specielle bonus på +1/tier som jeg giver). De +28 er fordelt på følgende måde:
+15 (level)
+ 4 stat (forudsat at man stiger i sin main stat hver gang, med mulighed for at den er +5 hvis ens epic destiny giver +2 til ens main stat)
+ 6 magic items
+ 3 DM bonus
= +28
Som modstykke har vi en "dårlig" stat (dvs). Den stiger ikke så meget.
+15 (level)
+ 1 stat (11th og 21st level)
+ 6 magic items
+ 3 DM bonus
= +25
Et andet problem er at ikke alle feats jo stacker, og tingene bliver lidt besværelige hvis man skal ændre selve featsene, især da vi jo stort set alle bruger Character Builder (BC, du er og bliver en outsider).
Derfor er foreslaget som følger.
Jeg giver stadig +1/tier på level 5/15/25
Paragon Defenses/Robust Defenses eksisterer ikke
Epic Fortitude/Reflexes/Will er igen +4 bonus (yep, untyped)
Great Fortitude/Lightning Reflexes/Iron Will giver stadig +2 feat bonus
Unyielding Fortitude/Opportune Reflexes/Indomitable Will giver stadig en +2 feat bonus
Så ja, det er da en lille nerf af jeres defenses, uanset hvad. Men tingene stacker og Character-Builderen fungere. Hvis jeg så finder ud af at balancen ikke er rigtig, så er det smartere at tweake den DM bonus jeg giver, istedet for featsene.
Det er selvfølgelig gratis at udskifte sin Paragon Defenses/Robust Defenses med en anden feat.
Som tidligere nævnt er det således at:
Fra level 1 til level 30 får alle monstre +29 bedre to hit.
Alt imens en player får +28 til sin gode defense (det er med den specielle bonus på +1/tier som jeg giver). De +28 er fordelt på følgende måde:
+15 (level)
+ 4 stat (forudsat at man stiger i sin main stat hver gang, med mulighed for at den er +5 hvis ens epic destiny giver +2 til ens main stat)
+ 6 magic items
+ 3 DM bonus
= +28
Som modstykke har vi en "dårlig" stat (dvs). Den stiger ikke så meget.
+15 (level)
+ 1 stat (11th og 21st level)
+ 6 magic items
+ 3 DM bonus
= +25
Et andet problem er at ikke alle feats jo stacker, og tingene bliver lidt besværelige hvis man skal ændre selve featsene, især da vi jo stort set alle bruger Character Builder (BC, du er og bliver en outsider).
Derfor er foreslaget som følger.
Jeg giver stadig +1/tier på level 5/15/25
Paragon Defenses/Robust Defenses eksisterer ikke
Epic Fortitude/Reflexes/Will er igen +4 bonus (yep, untyped)
Great Fortitude/Lightning Reflexes/Iron Will giver stadig +2 feat bonus
Unyielding Fortitude/Opportune Reflexes/Indomitable Will giver stadig en +2 feat bonus
Så ja, det er da en lille nerf af jeres defenses, uanset hvad. Men tingene stacker og Character-Builderen fungere. Hvis jeg så finder ud af at balancen ikke er rigtig, så er det smartere at tweake den DM bonus jeg giver, istedet for featsene.
Det er selvfølgelig gratis at udskifte sin Paragon Defenses/Robust Defenses med en anden feat.
10. oktober 2009
Conditions and their Alea marker color
28. september 2009
Fixing Defenses..
Det er relativt simpel. Fra level 1 til level 30 stiger monsters' to-hit med 29 uanset hvor meget eller lidt de starter med. I mellemtiden stiger jeres defenses med max +25 - og det er den bedste defense. Man kan mærke det mere og mere.
Det er ikke meningen at man skal være tvungen til at tage feats for at følge med. Istedet bør man med en feat blive bedre, blive sej. Ikke bare god nok.
Derfor indfører jeg hermed en defense bonus-feat. Den er gratis og giver +1 til alle defenses på level 5, +2 på level 15 og +3 på level 25.
Disse +'er stacker med alt, og man kan derfor beholde items og feats man allerede har taget.
Det er ikke meningen at man skal være tvungen til at tage feats for at følge med. Istedet bør man med en feat blive bedre, blive sej. Ikke bare god nok.
Derfor indfører jeg hermed en defense bonus-feat. Den er gratis og giver +1 til alle defenses på level 5, +2 på level 15 og +3 på level 25.
Disse +'er stacker med alt, og man kan derfor beholde items og feats man allerede har taget.
12. juli 2009
War (info)
While running this war-scenario, we will be operating with three sorts of maps.
1) Big map aka area map: The area map will cover the area where the war will be fought. Each square is 2½ times 2½ miles. Combat can not happen on this map. Power Ranges are meaningless. Two adjacent armies can not attack each other. They need to enter the combat map in order to do that. On the area map, each movement (1 square) takes 1 hour, so basically 1 round = 1 day.
2) Medium map aka combat map: When two enemy armies enter the same square on the area map, they switch to the combat map. On a combat map each square is 250 feet, and a round is 10 minutes. The two armies start approximately 1 mile (or 20 squares) from each other. Depending on from where the square is enterered, this distance might vary. Combat between armies can only take place on the combat map.
Standard ranges on the combat map (for reference) is: Melee 1, magic 2, bows 3 and catapults 5.
3) Normal map aka the grid: This is when your characters leave their armies to team up with the other Swords and perhaps kill a dragon, a demon or whatnot.
Other rules to know:
There is 2000 creatures in a unit.
Short rest = 8 hours of uninterrupted sleep
Long rest = 3 days or uninterrupted rest
Elevation gives CA against the other army
Walls, cities, forts and a lot of different things gives fortification ie cover against the other, as well as CA against the other army.
You autocrit against a surprised army.
When bloodied, an army is by default weakened - exceptions may apply
Roads = +2 sq movement
Plains = normal movement
Forests, swamps and mountains = difficult terrain, ie ½ movement.
Unless noted, every single unit has 1 surge, and the ability to second wind as a standard action until you have taken a long rest.
But wth does this mean? How can an army shift? What magic powers have 500' reach?
The short answer is that we are going to use a simulation of the 4e rules to play with armies.
The longer answer is that while the numbers on the cards will be very familiar, they will often mean other things. Now, a basic melee attack is just that, but when the power is called fireball, range 3, 1d10+5, it doesn't mean that suddenly casters can throw fireballs over 500+ feet. Instead is a simulation of 30 spellcasters working in concert and casting powerful rituals that amplifies combat spells and enables them to use them on the battlefield. A healing surge represents that some of the wounded recover enough to be able to fight.
I guess what I am saying is that you need to think a bit abstract for this to work well.
1) Big map aka area map: The area map will cover the area where the war will be fought. Each square is 2½ times 2½ miles. Combat can not happen on this map. Power Ranges are meaningless. Two adjacent armies can not attack each other. They need to enter the combat map in order to do that. On the area map, each movement (1 square) takes 1 hour, so basically 1 round = 1 day.
2) Medium map aka combat map: When two enemy armies enter the same square on the area map, they switch to the combat map. On a combat map each square is 250 feet, and a round is 10 minutes. The two armies start approximately 1 mile (or 20 squares) from each other. Depending on from where the square is enterered, this distance might vary. Combat between armies can only take place on the combat map.
Standard ranges on the combat map (for reference) is: Melee 1, magic 2, bows 3 and catapults 5.
3) Normal map aka the grid: This is when your characters leave their armies to team up with the other Swords and perhaps kill a dragon, a demon or whatnot.
Other rules to know:
There is 2000 creatures in a unit.
Short rest = 8 hours of uninterrupted sleep
Long rest = 3 days or uninterrupted rest
Elevation gives CA against the other army
Walls, cities, forts and a lot of different things gives fortification ie cover against the other, as well as CA against the other army.
You autocrit against a surprised army.
When bloodied, an army is by default weakened - exceptions may apply
Roads = +2 sq movement
Plains = normal movement
Forests, swamps and mountains = difficult terrain, ie ½ movement.
Unless noted, every single unit has 1 surge, and the ability to second wind as a standard action until you have taken a long rest.
But wth does this mean? How can an army shift? What magic powers have 500' reach?
The short answer is that we are going to use a simulation of the 4e rules to play with armies.
The longer answer is that while the numbers on the cards will be very familiar, they will often mean other things. Now, a basic melee attack is just that, but when the power is called fireball, range 3, 1d10+5, it doesn't mean that suddenly casters can throw fireballs over 500+ feet. Instead is a simulation of 30 spellcasters working in concert and casting powerful rituals that amplifies combat spells and enables them to use them on the battlefield. A healing surge represents that some of the wounded recover enough to be able to fight.
I guess what I am saying is that you need to think a bit abstract for this to work well.
17. maj 2009
New feat (casters)
Implement Focus
Benefit: Choose a specific implement, such as an orb or a totem. You gain a +1 bonus to damage rolls with your chosen weapon group. At 11th level, this bonus increases to +2. At 21st level, it
increases to +3.
Special: You can take this feat more than once. Each time you select this feat, choose another implement.
Implement focus is implemented (haha) in order to balance out the disparity between [W] damage and spells. There are several ways for melee characters to improve on their base damage (focus, better weapons, not to mention that most weapons have other bonuses), while the casters only really have the feats that gives bonuses only to specific types of spells, but also require two specific stats at 13.
Implement focus is a untyped damage bonus on purpose. This means that casters can take both this and for example burning blizzard.
Aside from that, I am considering the Implement Proficiency above. But it needs more work.
Benefit: Choose a specific implement, such as an orb or a totem. You gain a +1 bonus to damage rolls with your chosen weapon group. At 11th level, this bonus increases to +2. At 21st level, it
increases to +3.
Special: You can take this feat more than once. Each time you select this feat, choose another implement.
Implement focus is implemented (haha) in order to balance out the disparity between [W] damage and spells. There are several ways for melee characters to improve on their base damage (focus, better weapons, not to mention that most weapons have other bonuses), while the casters only really have the feats that gives bonuses only to specific types of spells, but also require two specific stats at 13.
Implement focus is a untyped damage bonus on purpose. This means that casters can take both this and for example burning blizzard.
Aside from that, I am considering the Implement Proficiency above. But it needs more work.
29. marts 2009
Creating a new character
If you need to create a character for this campaign, the following races and classes are available:
Dragonborn
Dwarf
Eladrin
Elf
Half-Elf
Halfling
Human
Tiefling
Gnome (PHB2)
Half-Orc (PHB2)
If you choose a PHB race, you can either be one of the refugees from Ghalton (as in, those who came through the portal), or you can be a native Draegorian. If you choose one of the PHB2 races, you are automatically a native Draegorian.
As the campaign progresses, there will be more races and classes added to the list.
Cleric
Fighter
Paladin
Ranger
Rogue
Warlock
Warlord
Wizard
Swordmage (Forgotten Realms Player's Guide)
Avenger (PHB2)
Barbarian (PHB2)
Bard (PHB2)
Druid (PHB2)
Invoker (PHB2)
Shaman (PHB2)
Sorcerer (PHB2)
Warden (PHB2)
If your character is one of the Primal classes (Barbarian, Druid, Shaman, Warden), he is also immediately a native Draegorian.
Below is a very quick overview of the "new" classes, for those who do not listen nor buy the book:
Swordmage: Arcane Defender, sort of a fighter/wizard. Kinda.
Avenger: Divine Striker. Religious assassin/bountyhunter/clean-up guy. The holy warrior that is fun to play.
Barbarian: Primal Striker. Rage. Big weapons, takes and gives out lots of damage.
Bard: Arcane Leader. Heals, magic, able to fight, free multiclassing.
Druid: Primal Controller. Wildshape and spellcasting. Able to control in melee as well.
Invoker: Divine Controller. Feels a bit like a divine wizard.
Shaman: Primal Leader. Can heal, has a spirit animal he can summon and a lot of his powers work through that spirit.
Sorcerer: Arcane Strike. Raw damage! Wild Magic! Dragon Magic.
Warden: Primal Defender. Infused with primal spirits, dailies are polymorphs. Very sticky.
Dragonborn
Dwarf
Eladrin
Elf
Half-Elf
Halfling
Human
Tiefling
Gnome (PHB2)
Half-Orc (PHB2)
If you choose a PHB race, you can either be one of the refugees from Ghalton (as in, those who came through the portal), or you can be a native Draegorian. If you choose one of the PHB2 races, you are automatically a native Draegorian.
As the campaign progresses, there will be more races and classes added to the list.
Cleric
Fighter
Paladin
Ranger
Rogue
Warlock
Warlord
Wizard
Swordmage (Forgotten Realms Player's Guide)
Avenger (PHB2)
Barbarian (PHB2)
Bard (PHB2)
Druid (PHB2)
Invoker (PHB2)
Shaman (PHB2)
Sorcerer (PHB2)
Warden (PHB2)
If your character is one of the Primal classes (Barbarian, Druid, Shaman, Warden), he is also immediately a native Draegorian.
Below is a very quick overview of the "new" classes, for those who do not listen nor buy the book:
Swordmage: Arcane Defender, sort of a fighter/wizard. Kinda.
Avenger: Divine Striker. Religious assassin/bountyhunter/clean-up guy. The holy warrior that is fun to play.
Barbarian: Primal Striker. Rage. Big weapons, takes and gives out lots of damage.
Bard: Arcane Leader. Heals, magic, able to fight, free multiclassing.
Druid: Primal Controller. Wildshape and spellcasting. Able to control in melee as well.
Invoker: Divine Controller. Feels a bit like a divine wizard.
Shaman: Primal Leader. Can heal, has a spirit animal he can summon and a lot of his powers work through that spirit.
Sorcerer: Arcane Strike. Raw damage! Wild Magic! Dragon Magic.
Warden: Primal Defender. Infused with primal spirits, dailies are polymorphs. Very sticky.
17. marts 2009
*Fixing the math* House Rule
The feats Implement Expertise and Weapon Expertise have been removed from game.
Instead every character will recieve an unnamed +1 bonus to hit at 5th, 15th and 25th (ie +3 at 25th level)
Instead every character will recieve an unnamed +1 bonus to hit at 5th, 15th and 25th (ie +3 at 25th level)
16. marts 2009
Identifying Magical Items House Rule
You need to be rested (short rest is enough).
Takes 5 minutes per item.
Requires Arcana trained.
DC: 15+½ level of item.
Takes 5 minutes per item.
Requires Arcana trained.
DC: 15+½ level of item.
Sunrod House Rule
A sunrod functions as a torch when it comes to how big an area it lights up. It has the usual longer duration. Also works underwater and can easily be attached to armor or shield.
Thievery (Pick Locks) House Rule
Except in rare cases, there are no retrys. Some locks are handled as a skill challenge.
Regler ved udgivelse af nye bøger
Som nogle nok ved, er PHB2 lige kommet på gaden. Næste måned kommer Arcane Power (ligesom Martial Power er den fyldt med nye powers til alle Arcane classes) og I juni (mener jeg) kommer Divine Power.
Jeg synes ikke at folk skal lide under at deres Power-bog udkommer senere end andres, og der er derfor mulighed for at re-traine op til 3 feats (hvis man vil have noget i en ny bog), når den udkommer.
Jeg har besluttet at man ikke kan retraine paragon paths (kan man normalt heller ikke). Dette er simpelt hen fordi at det ændrer for meget i ens character.
Der er dog en stor ændring der kommer med PHB2, som påvirker alle. 4e's matematik, som ellers er relativ solid, har en lille skæv-vridning som levels stiger. Det bliver sværere og sværere at ramme, både AC og de andre defenses. Der er ret simpelt egentlig:
To hit stiger 15 (hver anden level) + 6 (maks + på magisk våben) + 4 (hvis du stiger i din main stat hver gang i forhold til level 1. Dvs +25. Desværre stiger AC og defenses med 30 ><.
Man kan få enkelte plusser hist og pist, men alt i alt sakker man længere og længere bagud.
Wizards of the Coast har besluttet at man fikser det ved at lave feats der giver +1 to hit på 5, 15 og 25 level. Dvs at alle kan tage, men at man kommer til at mangle en feat. Classes der bruger flere forskellige våben / implement skal tage den flere gange, dvs at de kommer til at mangle flere feats.
Det synes jeg er tåbeligt (og jeg er ikke den eneste). Jeg kan godt forstå at de skal sælge bøger, men.... Derfor fjerner jeg de feats og implementerer dem som basis I alle classes. Dvs: Fra og med nu får man +1 to hit på 5 level, som stiger til +2 på 15 level, som igen stiger til +3 på 25 level.
For jer betyderr det +1 to hit på alle attacks.
Der er den samme skævridning på defenses, men indtil videre har jeg det fint med at ramme jer meget. Desuden er der lavet nye feats til at dække det. Jeg skal lige overveje hvad jeg gør med det.
Jeg synes ikke at folk skal lide under at deres Power-bog udkommer senere end andres, og der er derfor mulighed for at re-traine op til 3 feats (hvis man vil have noget i en ny bog), når den udkommer.
Jeg har besluttet at man ikke kan retraine paragon paths (kan man normalt heller ikke). Dette er simpelt hen fordi at det ændrer for meget i ens character.
Der er dog en stor ændring der kommer med PHB2, som påvirker alle. 4e's matematik, som ellers er relativ solid, har en lille skæv-vridning som levels stiger. Det bliver sværere og sværere at ramme, både AC og de andre defenses. Der er ret simpelt egentlig:
To hit stiger 15 (hver anden level) + 6 (maks + på magisk våben) + 4 (hvis du stiger i din main stat hver gang i forhold til level 1. Dvs +25. Desværre stiger AC og defenses med 30 ><.
Man kan få enkelte plusser hist og pist, men alt i alt sakker man længere og længere bagud.
Wizards of the Coast har besluttet at man fikser det ved at lave feats der giver +1 to hit på 5, 15 og 25 level. Dvs at alle kan tage, men at man kommer til at mangle en feat. Classes der bruger flere forskellige våben / implement skal tage den flere gange, dvs at de kommer til at mangle flere feats.
Det synes jeg er tåbeligt (og jeg er ikke den eneste). Jeg kan godt forstå at de skal sælge bøger, men.... Derfor fjerner jeg de feats og implementerer dem som basis I alle classes. Dvs: Fra og med nu får man +1 to hit på 5 level, som stiger til +2 på 15 level, som igen stiger til +3 på 25 level.
For jer betyderr det +1 to hit på alle attacks.
Der er den samme skævridning på defenses, men indtil videre har jeg det fint med at ramme jer meget. Desuden er der lavet nye feats til at dække det. Jeg skal lige overveje hvad jeg gør med det.
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