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Anyone else long for old days simplicity?
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<blockquote data-quote="WSmith" data-source="post: 53401" data-attributes="member: 106"><p>Henry, how I would answer the question posed to Clark, I used to do something very similar. I would have them roll against their ability score with a d20. If they rolled under they succeded. Over they failed. If a fighter had exceptional STR and roll an 18, he would then roll the d% to see if they were under for success. This was a consistant method I used over and over in place of "non-weapon prof." It always seems to work great. Plus it made use of those otherwise static stats. </p><p></p><p>Saying that, Gez brought up several reason why I would NOT go back in time. There are a great deal of things I love about 3e. And again, I don't think the game is too complex for a group of seasoned role players, who have read over the rules and played a couple sessions. </p><p></p><p>BUT, when I say I miss the simplicity, nostalgia aside (sorry, cognitivly I know this has something to do with my opinion <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> )I think what I miss not worrying about rules rules rules, but just the fast and furious improv that my above rule let resolve many many situatiuons.</p><p></p><p>Now, to offer a solution, if anyone wants to use the old box sets for a one shot, I am down with that. But if I were to do it, I would make the folowing changes:</p><p></p><p>Make the AC up from 10 as in 3e</p><p>Use the three saves Fort, Ref, Will</p><p>Stats use 3e and their modidifers</p><p>opposed roles </p><p>BAB, (if have to admit, though THAC0 is a cooler sounding acronym <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" />) </p><p>Initiative</p><p></p><p>Heck you could even run the one shot without skills. Just keep a list handy, or even better use what ability mod you think is best to roll vs. the DC. For example if the thief... ah sorry, rogue wants to climb the idol and get the gem, you won't use the antiquated % chance to climb, just note what modifers (Climb =STR) make up a DC, keep in mind with no one having skills the DC might need adjusting, and have him roll and add the STR mod. Heck, you could even go one step further and give rogues +X to the certain checks to simulate their adeptness. Take it further, and add just a few skills that are key to adventureing like spot, hide, listen, move silently, etc. This allows opposed rolls, and a consistant mechanic. </p><p></p><p>So, to summarize, I liked the simplicity it gave me to improvise with the lack of game mechanics, BUT the mechanics that were in place, like the 5 saves, and AC is better going down, etc. I would not want to use again. </p><p></p><p>And now I take a sip of my iced tea. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p></blockquote><p></p>
[QUOTE="WSmith, post: 53401, member: 106"] Henry, how I would answer the question posed to Clark, I used to do something very similar. I would have them roll against their ability score with a d20. If they rolled under they succeded. Over they failed. If a fighter had exceptional STR and roll an 18, he would then roll the d% to see if they were under for success. This was a consistant method I used over and over in place of "non-weapon prof." It always seems to work great. Plus it made use of those otherwise static stats. Saying that, Gez brought up several reason why I would NOT go back in time. There are a great deal of things I love about 3e. And again, I don't think the game is too complex for a group of seasoned role players, who have read over the rules and played a couple sessions. BUT, when I say I miss the simplicity, nostalgia aside (sorry, cognitivly I know this has something to do with my opinion :D )I think what I miss not worrying about rules rules rules, but just the fast and furious improv that my above rule let resolve many many situatiuons. Now, to offer a solution, if anyone wants to use the old box sets for a one shot, I am down with that. But if I were to do it, I would make the folowing changes: Make the AC up from 10 as in 3e Use the three saves Fort, Ref, Will Stats use 3e and their modidifers opposed roles BAB, (if have to admit, though THAC0 is a cooler sounding acronym :D) Initiative Heck you could even run the one shot without skills. Just keep a list handy, or even better use what ability mod you think is best to roll vs. the DC. For example if the thief... ah sorry, rogue wants to climb the idol and get the gem, you won't use the antiquated % chance to climb, just note what modifers (Climb =STR) make up a DC, keep in mind with no one having skills the DC might need adjusting, and have him roll and add the STR mod. Heck, you could even go one step further and give rogues +X to the certain checks to simulate their adeptness. Take it further, and add just a few skills that are key to adventureing like spot, hide, listen, move silently, etc. This allows opposed rolls, and a consistant mechanic. So, to summarize, I liked the simplicity it gave me to improvise with the lack of game mechanics, BUT the mechanics that were in place, like the 5 saves, and AC is better going down, etc. I would not want to use again. And now I take a sip of my iced tea. :D [/QUOTE]
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