Somethings been bugging me recently about what people say about editions like 1e: If you don't have skills how do you adjudicate non-combat situations? In particular I don't understand how things such as sensing (Sense Motive, Spot, Listen), any sort of movement that has a consequence for failure (basically any Str or Dex skill), and being sneaky (Disguise, Forgery, Move Silently, Hide) work.
Contrary to things you often hear, there are rules for handling stealth and perception (and *not* just the Thief abilities). For example, the surprise checks and listen checks (which can be performed by anyone). The rules are not as granular as most skill systems, obviously. Some examples of how this works:
Situation: PCs need to sneak up on a guard in some gardens outside a tower.
A Fighter might say "okay, I remove my mail and hard boots, stripping down to my tunic and going barefoot. I also blacken my skin with soot. I'm going to sneak into the bushes near him, and try to grab and knife him when I have the opportunity." The DM considers, this, and decides that the Fighter's preparations and plan are good. The standard chance for surprise is 2:6, but the DM might decide the Fighter should get a 3:6 or 4:6 chance.
A Thief might say "I move silently into position and attempt to backstab the guard, clamping my hand over his mouth as I do so. I blacken my exposed skin with soot, first, as well." The DM calls for a move silently roll. If it succeeds, the Thief
moves without making a sound the guard can hear. In this case, since the Thief is out of the guard's line-of-sight, and is completely silent, the DM might decide to grant auto-surprise, or maybe a 5:6 chance, if the guard is fairly alert and looks around, periodically. If the move silent rolls fails, this
does not mean the Thief is automatically heard. Instead, it means he's moving
quietly, but without perfect stealth. In other words, he's much like Fighter in the initial example, and would have the same chance to surprise as that Fighter.
A lone Ranger in this situation has a class-related 1:6 bonus to surprise. He'd be like the Fighter, but 1:6 better.
Et cetera.
For other actions, I make a ruling based on the situation. I handle the things PC's want to try with a ruling of one sort or another. Yes/no is nice and straightforward. If there's some question, then I'm likely to assign a flat percentage chance based on the PC and the situation. I don't run a formula, I just gauge the situation and assign a percentage. Note that this isn't much different from using a DC; it's just faster. For example, when I used target numbers and a skill system, I'd often find myself "backing into" the right DC. That is, I'd think of a rough percentage chance, first, and then figure out what DC would fit. I've just cut out the extra steps; it's fast and natural for me to think in percentages, and I can evaluate complex situations with lots of variables more efficiently -- it would take lots of complicated rules and modifiers and special cases to match what a human can judge pretty quickly. I use the class concept and the PC's stats and background as a guideline for what that PC would be good at, rather than a list of skills and skill ranks/points/etc.
Saving throws are another good way to handle many things. Lastly, if I want an attribute check, I'm likely to use an Xd6 approach. That is, roll 3d6 equal to or below your stat. Harder tasks might be 4d6 or 5d6, et cetera. But I don't often call for an attribute check.
I accept a healthy amount of
player skill overshadowing mental stats; it's just a part of the game that I embrace. To a certain degree, the PC is an avatar of the player, rather than a separately defined entity. However, I don't completely overlook the mental stats. For example, in OD&D, Wis has almost no mechanical game effect, but my wife has an Elf PC with Wis as her highest stat. Consequently, during play I tend to offer common sense advice and such to that PC. Similarly, if a given player is very smart, but playing a dumb PC, any good ideas that the player might suggest get channeled to a smarter PC. Thus, if NASA engineer Todd comes up with a great concept while playing Thrud the Dim, the idea can still come into play, but in the game, it comes from Dim's companion, Lemmundo, Sage of the Alabaster Tower.
The "rules for everything" approach does make for a more defined set of expectations...sort of. A DM can still modify things, or set the DC to suit his fancy, et cetera. Also, I think that sometimes the skill/DC approach is too granular for many situations. If you get out of the habit of thinking in DC/skill terms, the same game situations are often pretty simple and intuitive. I think that players get used to it, too, and start thinking more in terms of the character and the situation, rather than the numbers. The DM can still give the player an idea of his chances:
Thrud: "Does it look like I could make the leap and grab that rope?"
DM: "It's iffy, in your armor and gear -- maybe 50/50. If you took that off and had a running start, you're pretty sure you could make it..."
Lemmundo the Sage: How about me?
DM: Just looking at the distance makes you feel slightly ill. You don't think you could make it.
Thrud: "Can I disarm this guy, instead of killing him?"
DM: "He looks like a farm-boy in his grandpa's militia gear from the antediluvian wars, and holds that spear like it's a hoe. Make a successful attack -- it won't do damage, but his weapon will be gone."
Thrud: "I want to disarm this guy, too."
DM: "Okay, but he appears much more competent than that militia-boy. This one has the stance and look of an experienced swordsman. You don't think he'll lose his grip quite as easily."
Thrud: "What do I need to do?"
DM: "Roll really well, and we'll see how it goes..." [Player doesn't really know, in this situation...I'd probably assign a percentage based on the relative Fighter levels, but might adjust or trump it for a natural 20 or a high damage roll.]
Thrud: "Can I swing on a chandelier and kick him with both feet? I want to it to knock him down."
DM: "Do you want to damage him, too?"
Thrud: Yeah. Both.
DM: "Okay, the move isn't too tough for a physical fellow like Thrud. Let's treat it as a charge attack. If you hit, the half-orc will need to make a roll to keep standing."
Lemmundo the Sage: "Hey, I want to try that, too!"
DM: "Whoa, feeling athletic, old man? You can try it, but you're not very comfortable with stuff like that. Even if you hit, I'll call for a roll to see if you end up flubbing the maneuver. You're likely to fall off, or let go too late, or stumble on the dismount..."
Lemmundo: "Nah, never mind...I'll cast charm person on the bouncer, instead..."
Thrud: "Can I throw a rock and shatter that flask in his hands?"
DM: "If you make an attack against AC2."
Et cetera.
I think that playing the older systems works best when they're approached with the idea that they're a different game from the later editions (i.e. play them for what they are, and don't try to make them into something they're not).
Detailed rules on areas of expertise outside your class is one of those things that you lose in the trade-off. The way I handle those things is through character background, much like AD&D's "secondary skills." That is, if a certain Fighting Man has a decent Int, and wants to study Ancient History, or Botany, or whatever, he just needs to note it and pursue it as an interest. I'll incorporate that into any situations and rulings, as appropriate. I'm generous with this kind of thing, as long as players don't try to abuse it. Also, I tend to make backgrounds or "secondary skills" very broad, so they cover a lot of territory. You can say "I used to be a bosun's mate," and it's safe to assume that your PC knows a lot about operating a ship, climbing rigging and using ropes, knowledge of local ports and waters, et cetera.
In my experience, these kinds of "outside my normal area of expertise" things truly are secondary, most of the time (if they're not, you're looking more at a multi or dual class, or maybe a custom class). They don't come up *that* often, and when they do, they're usually not critical elements. Is it really worth the additional granularity and detail of a system of skill points and such for the Fighter to have a layman's knowledge of alchemy, for example (especially given the presence of specialist alchemists and magic users)? Usually, I think the answer is no; it's enough to know that the Fighter has that layman's knowledge. Exact numbers and details don't add anything significant. That's just me, of course -- YMMV.
(You might check out Mythmere's
Quick Primer for Old School Gaming.)