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101 roleplaying descriptions justifying martial dailies
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<blockquote data-quote="Ariosto" data-source="post: 4828346" data-attributes="member: 80487"><p>That's the 1E DMG, LostSoul -- but we played "0E" just fine without it!</p><p></p><p>(I think the 2E books serve best as compliments to 1E, as they sometimes offer clear and convenient methods but also sometimes make a half-baked mess of things. More tools in the toolkit is for the good, so long as that toolkit is not too cumbersome to carry!)</p><p></p><p>The thing is, as much as there was a reason for the shortage of explicit rules in the old game, there's a reason for their proliferation in the new ones.</p><p></p><p>There are people who like a lot of rules, and people who like a simpler structure.There are people who like situation first, and there are people who want to make up everything after the fact -- and there are those perfectly satisfied with "hit for 8 damage". Heck, there are some who would prefer to treat <strong>everything</strong> (from puzzles to parleying) as "hit for 8 damage". </p><p></p><p>One could buy Rolemaster and then just toss all but a few pages of it, and one could do likewise with 4E. Short of that, one could start coming up with house rules for power after power. It would not make much sense to me, though.</p><p></p><p>If one wants just a loose framework in which (as put in Supplement IV, <em>Gods, Demigods & Heroes</em>) "the 'rules' were never meant to be more than guidelines; not even true 'rules'," then old D&D is that. If you want a super-sized side of number crunching with your simulation, then maybe 3E or GURPS (or an old Fantasy Games Unlimited recipe) will fill the order.</p><p></p><p>4E cooks up something else, for other tastes.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 4828346, member: 80487"] That's the 1E DMG, LostSoul -- but we played "0E" just fine without it! (I think the 2E books serve best as compliments to 1E, as they sometimes offer clear and convenient methods but also sometimes make a half-baked mess of things. More tools in the toolkit is for the good, so long as that toolkit is not too cumbersome to carry!) The thing is, as much as there was a reason for the shortage of explicit rules in the old game, there's a reason for their proliferation in the new ones. There are people who like a lot of rules, and people who like a simpler structure.There are people who like situation first, and there are people who want to make up everything after the fact -- and there are those perfectly satisfied with "hit for 8 damage". Heck, there are some who would prefer to treat [B]everything[/B] (from puzzles to parleying) as "hit for 8 damage". One could buy Rolemaster and then just toss all but a few pages of it, and one could do likewise with 4E. Short of that, one could start coming up with house rules for power after power. It would not make much sense to me, though. If one wants just a loose framework in which (as put in Supplement IV, [I]Gods, Demigods & Heroes[/I]) "the 'rules' were never meant to be more than guidelines; not even true 'rules'," then old D&D is that. If you want a super-sized side of number crunching with your simulation, then maybe 3E or GURPS (or an old Fantasy Games Unlimited recipe) will fill the order. 4E cooks up something else, for other tastes. [/QUOTE]
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