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Anyone do this...Run it like it was old school
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<blockquote data-quote="(Psi)SeveredHead" data-source="post: 5649084" data-attributes="member: 1165"><p>One of the advantages the newer game systems have: rules that follow a baseline, making it easier to remember the important stuff. In 3.x, Fireball has range long, save DC 13 + Int, Reflex save half. Hold Monster has range medium, save DC 15 + Int, Will save every round to negate. You don't need to look that up in the PH, and a player who uses those things should have memorize those anyway. I can calculate an item-less paladin's saving throws, at any level, in less than a minute, instead of looking at a five columned chart that is difficult to memorize.</p><p></p><p>One of the advantages older game systems had: fewer rules. You had to memorize more of them (in terms of percentage rules memorized), but there was far less rules bloat (at least if you avoided splats, where newer editions have that exact same issue).</p><p></p><p>I wouldn't want to go "old school" with "old school" rules. I hear Castles & Crusades has established a reasonable mid-line between "fewer old simple rules" and "new streamlined rules".</p><p></p><p>I don't know if it's "munchkins" who slow the game down though. People who play wizards that use complicated spells (or worse, polymorph or summoning) are going to slow down the game too. Along with new players who haven't got a grasp of the rules yet.</p></blockquote><p></p>
[QUOTE="(Psi)SeveredHead, post: 5649084, member: 1165"] One of the advantages the newer game systems have: rules that follow a baseline, making it easier to remember the important stuff. In 3.x, Fireball has range long, save DC 13 + Int, Reflex save half. Hold Monster has range medium, save DC 15 + Int, Will save every round to negate. You don't need to look that up in the PH, and a player who uses those things should have memorize those anyway. I can calculate an item-less paladin's saving throws, at any level, in less than a minute, instead of looking at a five columned chart that is difficult to memorize. One of the advantages older game systems had: fewer rules. You had to memorize more of them (in terms of percentage rules memorized), but there was far less rules bloat (at least if you avoided splats, where newer editions have that exact same issue). I wouldn't want to go "old school" with "old school" rules. I hear Castles & Crusades has established a reasonable mid-line between "fewer old simple rules" and "new streamlined rules". I don't know if it's "munchkins" who slow the game down though. People who play wizards that use complicated spells (or worse, polymorph or summoning) are going to slow down the game too. Along with new players who haven't got a grasp of the rules yet. [/QUOTE]
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Anyone do this...Run it like it was old school
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