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AD&D: There and Back Again - a Role-Player's Tale
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<blockquote data-quote="Raven Crowking" data-source="post: 5551464" data-attributes="member: 18280"><p>Erm....not really.</p><p></p><p>Imagine that, in 1e, I have a 15% chance to pick a lock. That translates to rolling 18 or above on 1d20. The method that the roll takes has nothing to do with whether or not there is a specific rule. The d20 system could be expressed in percentiles; the percentile system could be expressed with 1d20 (so long as it is in units of 5%!).</p><p></p><p>Now, you could certainly argue that there are some knock-on problems caused by the d20 system that have nothing to do with whether or not there is a "specific rule".</p><p></p><p>For instance, esp. as expressed in 4e, the idea that there is an optimum chance to open the locks you encounter, regardless of how much your skills have grown, by simply claiming that higher level characters always run into more difficult locks.</p><p></p><p>Or the knock-on problem of "Take 20" that potentially means either (1) a character has no chance of failure or (2) no chance of success, sometimes turning skill use into an on/of switch. These are, IMHO, legitimate complaints. That 3e lacks rules? Not so much so. In fact, 3e is the edition that tried to include specific rules for every type of floor, stairway, or wall that you might encounter! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p><p></p><p>1e assumes that a locked door might not get opened. 3e tends to assume that, if a door is locked, the PCs can bypass that lock. 1e also has more niche protection, and a focus on "adventurers are what they <em><strong>do</strong></em>" (as opposed to "adventurers are how they are <strong><em>built</em></strong>").</p><p></p><p>Personally, I agree that 1e is a better game.</p><p></p><p>But it is not a more rulesy game. It just places the emphasis of the rules on different areas, and to different effect.</p><p></p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 5551464, member: 18280"] Erm....not really. Imagine that, in 1e, I have a 15% chance to pick a lock. That translates to rolling 18 or above on 1d20. The method that the roll takes has nothing to do with whether or not there is a specific rule. The d20 system could be expressed in percentiles; the percentile system could be expressed with 1d20 (so long as it is in units of 5%!). Now, you could certainly argue that there are some knock-on problems caused by the d20 system that have nothing to do with whether or not there is a "specific rule". For instance, esp. as expressed in 4e, the idea that there is an optimum chance to open the locks you encounter, regardless of how much your skills have grown, by simply claiming that higher level characters always run into more difficult locks. Or the knock-on problem of "Take 20" that potentially means either (1) a character has no chance of failure or (2) no chance of success, sometimes turning skill use into an on/of switch. These are, IMHO, legitimate complaints. That 3e lacks rules? Not so much so. In fact, 3e is the edition that tried to include specific rules for every type of floor, stairway, or wall that you might encounter! :eek: 1e assumes that a locked door might not get opened. 3e tends to assume that, if a door is locked, the PCs can bypass that lock. 1e also has more niche protection, and a focus on "adventurers are what they [I][B]do[/B][/I]" (as opposed to "adventurers are how they are [B][I]built[/I][/B]"). Personally, I agree that 1e is a better game. But it is not a more rulesy game. It just places the emphasis of the rules on different areas, and to different effect. RC [/QUOTE]
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