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"1st Edition Rules, 4th Edition Feel"?
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<blockquote data-quote="Imperialus" data-source="post: 5327130" data-attributes="member: 893"><p>The short answer is "Why Not?"</p><p></p><p>A longer answer might be because maybe he is, (like he said) trying to get some 4th edition players interested in playing a previous edition of D&D that he is more familiar with and/or prefers? </p><p></p><p>As for actual advice, having gone 'backwards' as a player myself the biggest stumbling block I think you're going to run into is a shorter adventure day, particularly until the casters get a handle on the Vancian magic rather than At will/Encounter/Daily system from 4th ed. I started my gaming career with 2nd ed so it wasn't totally foreign but even so I had a bit of a tough time readjusting.</p><p></p><p>Perhaps having the PC's find a low level 'zap spell' in wand form early on might be useful. Something like Magic Missile, burning hands ect. a few dozen charges should see the mage through the first level or two until he starts picking up a bit more spell variety. Our DM (who faithfully rolls on the random item tables) actually rolled a staff of healing during our first adventure, which took a lot of the pressure of me as the Cleric enabling me to keep the party going through the roughest parts of first level.</p><p></p><p>Encourage players to embrace the spirit of the older editions too. Charmed men at arms and hirelings are IMO an expected part of a low level adventuring party. Lots of groups avoided them not wanting to sacrifice a half share of XP, but my way of looking at it was this: "Do I want to surrender a half share of XP and treasure on a daily basis, or do I want to loose 1/3rd to 1/2 of my experience when I get killed?" Running the men at arms also gives the casters something to do when they aren't casting spells.</p></blockquote><p></p>
[QUOTE="Imperialus, post: 5327130, member: 893"] The short answer is "Why Not?" A longer answer might be because maybe he is, (like he said) trying to get some 4th edition players interested in playing a previous edition of D&D that he is more familiar with and/or prefers? As for actual advice, having gone 'backwards' as a player myself the biggest stumbling block I think you're going to run into is a shorter adventure day, particularly until the casters get a handle on the Vancian magic rather than At will/Encounter/Daily system from 4th ed. I started my gaming career with 2nd ed so it wasn't totally foreign but even so I had a bit of a tough time readjusting. Perhaps having the PC's find a low level 'zap spell' in wand form early on might be useful. Something like Magic Missile, burning hands ect. a few dozen charges should see the mage through the first level or two until he starts picking up a bit more spell variety. Our DM (who faithfully rolls on the random item tables) actually rolled a staff of healing during our first adventure, which took a lot of the pressure of me as the Cleric enabling me to keep the party going through the roughest parts of first level. Encourage players to embrace the spirit of the older editions too. Charmed men at arms and hirelings are IMO an expected part of a low level adventuring party. Lots of groups avoided them not wanting to sacrifice a half share of XP, but my way of looking at it was this: "Do I want to surrender a half share of XP and treasure on a daily basis, or do I want to loose 1/3rd to 1/2 of my experience when I get killed?" Running the men at arms also gives the casters something to do when they aren't casting spells. [/QUOTE]
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