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*Dungeons & Dragons
A Pathfinder Group Tries Old-School Essentials
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<blockquote data-quote="kenada" data-source="post: 8244985" data-attributes="member: 70468"><p>I have one player for whom 3e is the definitive edition of D&D. He does not like the way skills work in 4e or 5e. The group as a whole say they like certain things (like character options and tactical combat), but they just don’t do anything with them. I add a skill system, and people just continue doing the default thing. We switch to PF2, but no one really gets into builds or tactics.</p><p></p><p>We hit a point where I was burning out. We talked it over, and everyone agreed it was better to play something that wouldn’t burn me out than to continue doing a system just because I thought that’s what they wanted. There are some growing pains, but I think we will get past those. The place where OSE shines is supporting just getting into the moment and roleplaying it out.</p><p></p><p>For example, we had a session in PF2 where the party encountered a <a href="https://2e.aonprd.com/Hazards.aspx?ID=8" target="_blank">hallucination powder trap</a> and failed to find it. It went off and did some mechanics, but I ended up ignoring that. What we did end up doing is spending the rest of the session roleplaying how the affected characters were tripping out. When they looked at each other, they saw Robocop and Doctor Who. The players hammed it up as they variously thought they were in Detroit or on a space station surrounded by Daleks.</p><p></p><p>Yeah, it was silly, but everyone had a ton of fun doing it. All we need are the barest of mechanics, and OSE provides that. When it doesn’t, I can make a ruling. I don’t want to waste time picking out the <a href="https://2e.aonprd.com/Rules.aspx?ID=1043" target="_blank">right DC on a chart</a>. I’d rather spend time focusing on the fun stuff. (Also, it makes conversions of Grimtooth’s Traps easier. <img class="smilie smilie--emoji" alt="😈" src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f608.png" title="Smiling face with horns :smiling_imp:" data-shortname=":smiling_imp:" loading="lazy" width="64" height="64" />)</p><p></p><p>That’s not to say it’s just designing traps (or monsters, which is also tedious in PF2) is why I burnt out. I just feel like our sessions are at their best when the players are getting into playing the PCs, and the mechanics take a background. We had a session in OSE where all they did was plan for the ghoul attack and go to town to recruit retainers (as <a href="https://www.enworld.org/threads/what-is-the-point-of-gms-notes.678952/post-8227707" target="_blank">recounted in the GM notes thread</a>), and it was fun because the focus was on getting into the characters and meeting these new people. I think the only time dice were rolled was for the retainers’ reaction rolls.</p></blockquote><p></p>
[QUOTE="kenada, post: 8244985, member: 70468"] I have one player for whom 3e is the definitive edition of D&D. He does not like the way skills work in 4e or 5e. The group as a whole say they like certain things (like character options and tactical combat), but they just don’t do anything with them. I add a skill system, and people just continue doing the default thing. We switch to PF2, but no one really gets into builds or tactics. We hit a point where I was burning out. We talked it over, and everyone agreed it was better to play something that wouldn’t burn me out than to continue doing a system just because I thought that’s what they wanted. There are some growing pains, but I think we will get past those. The place where OSE shines is supporting just getting into the moment and roleplaying it out. For example, we had a session in PF2 where the party encountered a [URL='https://2e.aonprd.com/Hazards.aspx?ID=8']hallucination powder trap[/URL] and failed to find it. It went off and did some mechanics, but I ended up ignoring that. What we did end up doing is spending the rest of the session roleplaying how the affected characters were tripping out. When they looked at each other, they saw Robocop and Doctor Who. The players hammed it up as they variously thought they were in Detroit or on a space station surrounded by Daleks. Yeah, it was silly, but everyone had a ton of fun doing it. All we need are the barest of mechanics, and OSE provides that. When it doesn’t, I can make a ruling. I don’t want to waste time picking out the [URL='https://2e.aonprd.com/Rules.aspx?ID=1043']right DC on a chart[/URL]. I’d rather spend time focusing on the fun stuff. (Also, it makes conversions of Grimtooth’s Traps easier. 😈) That’s not to say it’s just designing traps (or monsters, which is also tedious in PF2) is why I burnt out. I just feel like our sessions are at their best when the players are getting into playing the PCs, and the mechanics take a background. We had a session in OSE where all they did was plan for the ghoul attack and go to town to recruit retainers (as [URL='https://www.enworld.org/threads/what-is-the-point-of-gms-notes.678952/post-8227707']recounted in the GM notes thread[/URL]), and it was fun because the focus was on getting into the characters and meeting these new people. I think the only time dice were rolled was for the retainers’ reaction rolls. [/QUOTE]
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