Impeesa
Explorer
ThoughtBubble said:Allow me to be the sour voice of caution here.
3.x is good for adlibbing in that there are standard values for the difficulites of a great many things (climbing, jumping, just about any skill check). The problem comes up as a bit of a trust and control issue. I found that in games where there was more adlibbing, I felt that I was at the complete mercy of the dice to come up with a result skewed enough to make something happen. When I adlib I find that it's sorely tempting to add in things to make the game go the way I want it to go, not necessarrally the way the player would like it to. But, if there's a good bond of trust between the players and the DM, and there's a good feel for how the game's going to go, it leads to some very fun expierences.
I can second this, or at least part of this. Ad-libbing takes a great deal of skill. I've played in games where the GM flew entirely by the seat of their pants, and it became very discouraging for me. When all decisions are based on eyeballing and dice rolls, any effort I put in to making an effective or interesting character goes completely to waste. I can no longer have any reasonable expectations of what I can and cannot do, or expect from my enemies, because what was once defined by the game rules is now solely dependant on the GM's mood.
On the other hand, when I am DM, I find that winging it leads me into bad habits. The instinct to make most encounters a decent challenge leads me to make some things harder than they should be, particularly for higher level characters.
Just speaking from experience.
--Impeesa--