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With Respect to the Door and Expectations....The REAL Reason 5e Can't Unite the Base
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<blockquote data-quote="pemerton" data-source="post: 5991858" data-attributes="member: 42582"><p>Here are some exceptions to process simulation in Gygax's AD&D:</p><p></p><p style="margin-left: 20px">* <strong>Saving throws</strong>: you make the save than narrate what happened (ducking, sucking out the poison, the poison not really entering your bloodstream, subtly manipulating the magic so it doesn't affect you, ducking into a cleft in the rocks <em>the existence of which was not established by rolling on a "random cleft" chart</em>, etc.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* <strong>Melee attack rolls</strong>: these represent the best chance at a hit in a minute of back-and-froth melee.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* <strong>Hit point depletion</strong>: this can represent injury, or fatigue, or the ablation of luck and divine favour, depending on how much damage is done, how many hp you have left, and what your total hp are.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* <strong>XP gain</strong>: as Gygax points out, XP gain based on actual training or class-relevant learning would be "conducive to non-game boredom". XP-for-gold is a metagame device.</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* <strong>Training time required</strong>: players who play their PCs at odds with their "role" (eg deviating from alignment, clerics who don't heal, thieves who engage in straight-up melee, etc) need to have their PCs spend more time in training to level up (as many as 4 weeks, rather than the minimum 1 week).</p> <p style="margin-left: 20px"></p> <p style="margin-left: 20px">* <strong>Opening locks, bending bars etc</strong>: thieves cannot retry if they fail to open a lock until they gain a level. Bending bars and lifting gates is under a similar "no retries" restriction (I can't remember the details).</p><p></p><p>I'm not saying that there is no process simulation in AD&D - weapon vs armour, the unarmed combat rules, and the movement rules are some examples that come to mind - but in my view words like "tradition" or "too strong" significantly overstate the case.</p></blockquote><p></p>
[QUOTE="pemerton, post: 5991858, member: 42582"] Here are some exceptions to process simulation in Gygax's AD&D: [indent]* [B]Saving throws[/B]: you make the save than narrate what happened (ducking, sucking out the poison, the poison not really entering your bloodstream, subtly manipulating the magic so it doesn't affect you, ducking into a cleft in the rocks [I]the existence of which was not established by rolling on a "random cleft" chart[/I], etc. * [B]Melee attack rolls[/B]: these represent the best chance at a hit in a minute of back-and-froth melee. * [B]Hit point depletion[/B]: this can represent injury, or fatigue, or the ablation of luck and divine favour, depending on how much damage is done, how many hp you have left, and what your total hp are. * [B]XP gain[/B]: as Gygax points out, XP gain based on actual training or class-relevant learning would be "conducive to non-game boredom". XP-for-gold is a metagame device. * [B]Training time required[/B]: players who play their PCs at odds with their "role" (eg deviating from alignment, clerics who don't heal, thieves who engage in straight-up melee, etc) need to have their PCs spend more time in training to level up (as many as 4 weeks, rather than the minimum 1 week). * [B]Opening locks, bending bars etc[/b]: thieves cannot retry if they fail to open a lock until they gain a level. Bending bars and lifting gates is under a similar "no retries" restriction (I can't remember the details).[/indent] I'm not saying that there is no process simulation in AD&D - weapon vs armour, the unarmed combat rules, and the movement rules are some examples that come to mind - but in my view words like "tradition" or "too strong" significantly overstate the case. [/QUOTE]
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