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1E at Heart 3rd Edition Mind Set
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<blockquote data-quote="haakon1" data-source="post: 5685111" data-attributes="member: 25619"><p>I run 3.5 "RAW", but I think I run it in an AD&D style. Some notes on what I do.</p><p></p><p></p><p></p><p>I use the social skills. I never allow a player to just say "I diplomacize them". I make them tell me what they say in character, then I roll with a modifier (typically +2) if they made a good point that hits a key issue for the NPC. The NPC reaction is a combination of what they said, what the DC I set was if they want someone to do something specific (which they usually do), and how the roll went. So it's a combination of role playing and roll playing. We enjoy this, because it lends social interactions some of the same feel as combat -- and social interactions can be critical success or failure points in our game.</p><p></p><p></p><p></p><p></p><p>Again, I combine the "tell me how you are checking for traps" or "tell me the basic plan for defusing it" with the roll. If you are searching in the wrong place, I will roll dice (behind the curtain for these checks) but of course ignore them. If you search in the right place, and your roll is good, it's good.</p><p></p><p>AD&D Thieves had trap detecting and defusing abilities too, didn't they?</p><p></p><p></p><p></p><p>Rerolling only works in my campaign if there's no danger to the check, in the 3.5 RAW. Taking 20 on something unimportant doesn't fuss me.</p><p></p><p></p><p></p><p>Sure. I would update monsters, NPC's, and dungeon features to the 3.5e rule set. Or just play a 3.5e or Pathfinder module instead.</p><p></p><p></p><p></p><p>Oh, you better believe I do this. I want to always know marching order, for when an ambush or trap is sprung.</p><p></p><p>And my players always keep watch without any prompting -- usually even when in town. That doesn't strike me as an AD&D issue, but as a D&D issue. If you don't keep watches while in the wilderness or the dungeon, you're just asking for trouble. If that's not true in whatever edition you're playing, it seems nerfed to me.</p></blockquote><p></p>
[QUOTE="haakon1, post: 5685111, member: 25619"] I run 3.5 "RAW", but I think I run it in an AD&D style. Some notes on what I do. I use the social skills. I never allow a player to just say "I diplomacize them". I make them tell me what they say in character, then I roll with a modifier (typically +2) if they made a good point that hits a key issue for the NPC. The NPC reaction is a combination of what they said, what the DC I set was if they want someone to do something specific (which they usually do), and how the roll went. So it's a combination of role playing and roll playing. We enjoy this, because it lends social interactions some of the same feel as combat -- and social interactions can be critical success or failure points in our game. Again, I combine the "tell me how you are checking for traps" or "tell me the basic plan for defusing it" with the roll. If you are searching in the wrong place, I will roll dice (behind the curtain for these checks) but of course ignore them. If you search in the right place, and your roll is good, it's good. AD&D Thieves had trap detecting and defusing abilities too, didn't they? Rerolling only works in my campaign if there's no danger to the check, in the 3.5 RAW. Taking 20 on something unimportant doesn't fuss me. Sure. I would update monsters, NPC's, and dungeon features to the 3.5e rule set. Or just play a 3.5e or Pathfinder module instead. Oh, you better believe I do this. I want to always know marching order, for when an ambush or trap is sprung. And my players always keep watch without any prompting -- usually even when in town. That doesn't strike me as an AD&D issue, but as a D&D issue. If you don't keep watches while in the wilderness or the dungeon, you're just asking for trouble. If that's not true in whatever edition you're playing, it seems nerfed to me. [/QUOTE]
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