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<blockquote data-quote="rogueattorney" data-source="post: 8892078" data-attributes="member: 17551"><p>I certainly recommend getting the RC off of DTRPG instead of ebay. The ebay prices are astronomical.</p><p></p><p>That said, I'd reiterate that the RC is a strangely edited book with several odd additions, omissions and alterations that do not seem to have been play-tested and may not have even been intentional. Anyone who does not have a background in the source material for the compilation is going to find a ton of weirdness that isn't going to make much sense. </p><p></p><p>Just one example of dozens - the section on Thief skills notes that a failed "remove traps" roll automatically sets off the trap. This wasn't the rule in B/X or BECM, nor was it the rule in either 1e or 2e AD&D. I have no idea where it comes from. </p><p></p><p>It's a bad rule considering the thief's really bad chance of succeeding. 10% at first level, still only 38% at 7th. In the prior editions, you give it a shot since there weren't any bad consequences for failing. Using the RC, the thief almost never exposes himself to the harm given the severe consequences for failure. </p><p></p><p>As I said, there are several other instances like this with changes that may have been incidental during the compilation process that gives strange results. Most infamously is the movement during combat section that seems limit movement in combat to 5' per round.</p></blockquote><p></p>
[QUOTE="rogueattorney, post: 8892078, member: 17551"] I certainly recommend getting the RC off of DTRPG instead of ebay. The ebay prices are astronomical. That said, I'd reiterate that the RC is a strangely edited book with several odd additions, omissions and alterations that do not seem to have been play-tested and may not have even been intentional. Anyone who does not have a background in the source material for the compilation is going to find a ton of weirdness that isn't going to make much sense. Just one example of dozens - the section on Thief skills notes that a failed "remove traps" roll automatically sets off the trap. This wasn't the rule in B/X or BECM, nor was it the rule in either 1e or 2e AD&D. I have no idea where it comes from. It's a bad rule considering the thief's really bad chance of succeeding. 10% at first level, still only 38% at 7th. In the prior editions, you give it a shot since there weren't any bad consequences for failing. Using the RC, the thief almost never exposes himself to the harm given the severe consequences for failure. As I said, there are several other instances like this with changes that may have been incidental during the compilation process that gives strange results. Most infamously is the movement during combat section that seems limit movement in combat to 5' per round. [/QUOTE]
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