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At last - my AD&D campaign has started!
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<blockquote data-quote="Charles Dunwoody" data-source="post: 5791689" data-attributes="member: 17927"><p>I'm going to run my first AD&D game tomorrow, first time since 2E came out that I've done so. I enjoyed reading this recap. Thank you for sharing.</p><p></p><p>You're the DM so if you say thieves can't find large traps that is how it works in your game. I just wanted to throw out this guideline from the DMG p. 19 for your consideration:</p><p></p><p>"Finding and Removing Traps: Use the time requirements for opening locks. Time counts for each function. Small or large traps can be found, but not magical or magically hidden traps."</p><p></p><p>If you're open to modifying your games to fit that guideline it opens up one of the thief's skills just a bit. Just thought I'd throw that idea out there as an option. I like the thief to be able to have an extra shot at finding non-magical traps as a back-up to the trusty 10' pole!</p></blockquote><p></p>
[QUOTE="Charles Dunwoody, post: 5791689, member: 17927"] I'm going to run my first AD&D game tomorrow, first time since 2E came out that I've done so. I enjoyed reading this recap. Thank you for sharing. You're the DM so if you say thieves can't find large traps that is how it works in your game. I just wanted to throw out this guideline from the DMG p. 19 for your consideration: "Finding and Removing Traps: Use the time requirements for opening locks. Time counts for each function. Small or large traps can be found, but not magical or magically hidden traps." If you're open to modifying your games to fit that guideline it opens up one of the thief's skills just a bit. Just thought I'd throw that idea out there as an option. I like the thief to be able to have an extra shot at finding non-magical traps as a back-up to the trusty 10' pole! [/QUOTE]
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At last - my AD&D campaign has started!
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