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A simplified D&D? Aren't you all forgetting something...
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<blockquote data-quote="Li Shenron" data-source="post: 1762095" data-attributes="member: 1465"><p>I could not agree less with Zappo, as it often happens! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>First time we played 3ed I was the DM and indeed the only one who owned the PHB <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> . When I introduced the game to the players, I did the following:</p><p></p><p>- described races and classes by their role in the world and in an adventuring party, mentioning what <u>kind</u> of powers or abilities each of the race/class has (something like: Elf = agile but frail, very keen on archery and wizardry), but players found out the exact features only after choosing the race/class</p><p></p><p>- I didn't even bother mentioning anything past level 1, so players didn't even know multiclassing was possible</p><p></p><p>- almost all skills are self-explanatory, therefore I handed out the list and suggested they spent 4 points in each chosen skill, then added a few words on Spellcraft for the wizard only</p><p></p><p>- I suggested 4-5 feats for each character to choose from so they didn't have to read through all of them</p><p></p><p>- I didn't explain anything about combat until the first combat started</p><p></p><p>- I didn't tell the players about special attacks until some of them had the idea himself</p><p></p><p>(and now the rules semplifications part)</p><p></p><p>- we didn't use AoO for the first few fights; it worked fine but players noticed the archers were having an edge, and then I revealed the existence of AoOs and everyone agreed that it was a good idea; if you want to drop AoOs without helping archers and casters too much, try to introduce a minimum range of 10ft (1 square gap) for all ranged attacks & make it automatic to cast on the defensive from close</p><p></p><p>- we used to simply require always a standard action for each special attack (disarm, bull rush, grapple...), so that you couldn't do it more than once per round</p><p></p><p>- I used all the time the circumstance +2/-2 DM's trick to quickly adjudicate situations which I didn't remember, without having to look up the DMG for the official rule</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1762095, member: 1465"] I could not agree less with Zappo, as it often happens! :) First time we played 3ed I was the DM and indeed the only one who owned the PHB :p . When I introduced the game to the players, I did the following: - described races and classes by their role in the world and in an adventuring party, mentioning what [U]kind[/U] of powers or abilities each of the race/class has (something like: Elf = agile but frail, very keen on archery and wizardry), but players found out the exact features only after choosing the race/class - I didn't even bother mentioning anything past level 1, so players didn't even know multiclassing was possible - almost all skills are self-explanatory, therefore I handed out the list and suggested they spent 4 points in each chosen skill, then added a few words on Spellcraft for the wizard only - I suggested 4-5 feats for each character to choose from so they didn't have to read through all of them - I didn't explain anything about combat until the first combat started - I didn't tell the players about special attacks until some of them had the idea himself (and now the rules semplifications part) - we didn't use AoO for the first few fights; it worked fine but players noticed the archers were having an edge, and then I revealed the existence of AoOs and everyone agreed that it was a good idea; if you want to drop AoOs without helping archers and casters too much, try to introduce a minimum range of 10ft (1 square gap) for all ranged attacks & make it automatic to cast on the defensive from close - we used to simply require always a standard action for each special attack (disarm, bull rush, grapple...), so that you couldn't do it more than once per round - I used all the time the circumstance +2/-2 DM's trick to quickly adjudicate situations which I didn't remember, without having to look up the DMG for the official rule [/QUOTE]
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