grodog
Hero
Is the party's move rate just based on the slowest PC?
Only if they want to stay together

Is the party's move rate just based on the slowest PC?
I have to decide how the pieces all fit together.
Here is a question, how do you hendle traps? Does the characters are always considered to be looking for traps? do them move more slowly while doing so? etc.
Warder
O.k, I read it and I remember something like that from 15 years ago when we played 2e but how do you keep it from becoming tedious?
Not necessarily in the dungeon, but give them a rundown of the basic system concepts before play, one of them being wandering monsters, if they've never played pre-3e D&D before. 1/6 chance every 2 or 3 turns is a pretty subtle effect to expect them to pick up on in play. Even moreso than WM, I would encourage you to explain to them that secret doors exist, and the mechanic for searching for them is you spend 1 turn of time for a 1 or 2/6 chance to find any that are there (of course you can obviate the roll if they describe how they are searching in a way that would logically cause them to find it). Again not in play when they're beside a secret door, but just before play say that secret doors are a prominent "thing" in old school D&D land. Use your judgement and adjust to taste of course, I've just developed this rule of thumb that when you have a situation or decision point that involves and rewards creativity from the players, it's going overboard to hide it from them as well. The thing about hidden stuff in particular is players don't get punished immediately for missing it, like they do if they hit with with a poison needle because they didn't search for traps, so it's harder for them to learn from the experience.I'm curious about this, the "make sure players know" part. I do see that you need to give the players information to make informed decisions, but aren't you showing your hand a bit here? Also, won't players sort of work this stuff out for themselves as they play? Like, I don't need to tell them I roll for WM after Turn 1 of every fight because it causes noise-- they should pick up on that fact when monsters keep being drawn to their melees. Or am I misinterpreting what you mean?
If they're sticking together yeah.Is the party's move rate just based on the slowest PC?
Not really actually. I have a custom DM screen for AD&D with that table on one of the panels, so it's pretty easy to consult it.Very cool stuff! You don't find that making all these rolls, tracking modifiers, etc. gets cumbersome? Does it slow down combat to be making Morale checks throughout? It also seems like if you do a new roll at every break point you could end up with very swingy results where an NPC's mood changes wildly throughout the conversation. Or do the modifiers tend to even that out?
No problem at all.Thanks!![]()
Here is a question, how do you hendle traps? Does the characters are always considered to be looking for traps? do them move more slowly while doing so? etc.
O.k, I read [Matt Finch's free Old School Primer] and I remember something like that from 15 years ago when we played 2e but how do you keep it from becoming tedious?