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    Old School : Tucker's Kobolds and Trained Jellies

    Giants... Originally a tournament adventure. I'm sorry you don't know how to use Google. For me, U1-3 are old-school gaming. B*, X*, CM*, M* are old-school gaming. The post that started this thread is old-school gaming. Tucker's kobolds, and the post that started this, are old-school...
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    XP for goals only

    Actually, I think it started with people who house rules away "gold for XP". There were always more than one route to XP, but most people house ruled parts away. I think goal XP was officially endorsed as of 1989 (AD&D 2e) and I think earlier in modules. But what's 23 years among friends?
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    Old School : Tucker's Kobolds and Trained Jellies

    You're conflating the play style of Tomb of Horrors with the entirety of old school gaming. That's like judging 4e solely on D&D Encounters. GDQ weren't all about dropping sand, or 10' poles. U1-3 were different. Night's Dark Terror and Veiled Society were different. I'm glad that you've...
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    Old School : Tucker's Kobolds and Trained Jellies

    Well, this is why I DM RCD&D, not 3.5e or 4e.
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    Old School : Tucker's Kobolds and Trained Jellies

    The reason folks are arguing with you is that Tomb of Horrors is an outlier in old-school gaming. It was written as a one-shot scenario designed to test players who boasted their characters could "beat any challenge". It doesn't reflect most of the gaming that people were doing. You keep...
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    Different XP progressions as a means of class balance?

    Additionally, there was often guidance of the form "with 20 total party levels".
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    Old School : Tucker's Kobolds and Trained Jellies

    One of the qualities I enjoy most about D&D, and tabletop RPGs in general, is the ability to go off script and do things that the rules and the adventure didn't anticipate. To me, that's the main reason to play a TTRPG instead of a game on a computer, because the ability to do anything I want...
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    The Importance of Randomness

    When I think of random encounters, the ones that come to mind are from U3. Players in the stronghold could encounter: Six warriors and a lieutenant (from area 27). These creatures are proceeding on guard relief towards area 2 and will be encountered only in the passage from area 27 to area...
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    D&D 5E (2014) D&D Next: Deal with it, DM?

    I exclude things, but it's not because I don't like them. It's because it doesn't fit with the feel of the particular game I want to run. For example, when I get some free time I'm running a wizard academy game. Everyone will be young wizards at a specific place in a specific campaign world...
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    A weighty issue

    I disagree. I'd say encumbrance and mundane consumables are essential to certain types of games. It forces you to choose between multiple things you might want, because you can't carry everything. Since you can no longer be optimally prepared for everything, you may now have to jury rig...
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    Gishes themes, classes, paragon paths and concepts

    That's it! The githyanki should teleport in and slay anyone who appropriates their term!
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    the tablet war is heating up

    I used it with Adobe Illustrator while playing in ToEE to do real-time mapping and share it with the others around the table. It was both fun and somewhat faster than the guy doing paper. I've also used it as a second monitor for my MacBook when doing stuff, but that's not gaming related.
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    Gishes themes, classes, paragon paths and concepts

    It was on AOL, so it must be OK!
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    D&D Blog - Kings and Castles

    I'd say A + B. I don't think the action economy is the only thing of interest in an RPG. Having a dominion should fundamentally change the types of challenges you get involved in. You're not just going and fighting the big bad in single combat... You have an entire army fighting the big bad...
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    Identifying Magic Items

    I liked it because it was one more example of the way things changed as you gained levels. It wasn't Just Bigger Numbers. When you start out, getting things identified is cost prohibitive, and you need any edge you get RIGHT:)NOW so you experiment. Later on, you can afford to wait so you use...
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    D&D Blog - Kings and Castles

    The way the Companion set rules worked, you didn't get it automatically. The stronghold had to be "purchased, built (if there is land available), or seized." But if you decided to do that, there were rules for what happened as a result. You could buy or take over a building before this, but at...
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    How Important is OBQ in an RPG like D&D?

    I'm ok with minor errata, to clarify things and fix typos and the like. I don't think the release should come out of the box and require major revisions. The Stealth rewrite in 4e should have been avoided. The problem with having too many errata is that they make the rulebook unreliable as a...
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    Are adventures/modules more important than system?

    It's important that any new adventures launching a game are not so bad that they turn people off. Not many people will say "Wow, I just had a miserable time playing that game, but I'm pretty sure the system is great."
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    The defender's masochism

    That's your opinion. I have played fighters from 1e through 4e, and found the 4e fighter to be the least fun. Mostly because the fighter was shoehorned into the defender role, which I don't find fun.
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    Large(ish) battle mechanics

    I'd probably pull out D&D's War Machine or AD&D's Battle System and fiddle with numbers until they felt right. Or, Cry Havoc was released for D20 and might fit.
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