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AD&D: There and Back Again - a Role-Player's Tale
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<blockquote data-quote="Ariosto" data-source="post: 5551683" data-attributes="member: 80487"><p>No, it does not.</p><p></p><p>Where do you see "climbing rope" specified as an exclusive thief function? If you have reduced the thief's "climbing walls" to that, then I think you have handicapped the thief as well as all others. Wherefore "toe and hand holds", then?</p><p></p><p>That your interpretation is thoroughly anachronistic may be because it was, after all, formed in total isolation from the actual game scene of the time and only decades later (under the influence of very different games).</p><p></p><p>Absent some special reason, climbing a rope is something an adventurer "just does". The presumption is competence, not incompetence! It's not that 3e calls for a riding roll and AD&D automatically has everyone falling out of the saddle. It's that AD&D by default does not require a roll at all -- and maybe neither does 3e, what with difficulty benchmarks and "take 20". You can lay on Non Weapon Proficiencies if you like, but that's a variant, not the foundation of the AD&D game.</p><p></p><p>Yes, a 3e DM can set the actual chance anywhere from 0% to 100%. So can an AD&D DM, and so can a GM in any game that lets him or her gauge the situation and modify odds however seems appropriate.</p><p></p><p></p><p> When did Gary tell you this? He had a lot of conversations with people before he died, including some recorded here.</p><p></p><p>Just what do you think the 'intent' was for having rope in the equipment list? How do you regard the dungeon modules that indicate rope is to be used for climbing by non-thieves? How this from the example of play in the DMG?</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5551683, member: 80487"] No, it does not. Where do you see "climbing rope" specified as an exclusive thief function? If you have reduced the thief's "climbing walls" to that, then I think you have handicapped the thief as well as all others. Wherefore "toe and hand holds", then? That your interpretation is thoroughly anachronistic may be because it was, after all, formed in total isolation from the actual game scene of the time and only decades later (under the influence of very different games). Absent some special reason, climbing a rope is something an adventurer "just does". The presumption is competence, not incompetence! It's not that 3e calls for a riding roll and AD&D automatically has everyone falling out of the saddle. It's that AD&D by default does not require a roll at all -- and maybe neither does 3e, what with difficulty benchmarks and "take 20". You can lay on Non Weapon Proficiencies if you like, but that's a variant, not the foundation of the AD&D game. Yes, a 3e DM can set the actual chance anywhere from 0% to 100%. So can an AD&D DM, and so can a GM in any game that lets him or her gauge the situation and modify odds however seems appropriate. When did Gary tell you this? He had a lot of conversations with people before he died, including some recorded here. Just what do you think the 'intent' was for having rope in the equipment list? How do you regard the dungeon modules that indicate rope is to be used for climbing by non-thieves? How this from the example of play in the DMG? [/QUOTE]
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