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First Edition feel with 4E rules
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<blockquote data-quote="Neonchameleon" data-source="post: 5331577" data-attributes="member: 87792"><p>I am currently running two tables. At both of them to my certain knowledge three of the players also DM. (One overlap other than myself). At one of them, two of the players have been playing D&D longer than I've been alive. One of those who I do not believes DMs is a completist on books. I expect them not to have read the modules I'm running, and vise-versa. But to have not touched the books?</p><p> </p><p></p><p> </p><p>AD&D 1e. And my change is less experience for monsters, more for treasure.</p><p> </p><p></p><p> </p><p>So go back to old school pixelbitching. Where are you searching? I mean, Elves have an automatic chance of detecting secret doors in AD&D. Does that defeat the point of them?</p><p> </p><p></p><p> </p><p>Not really. Perception is damn powerful as it is to avoid ambushes. And to account for perception, give them a passive perception sweep of the room.</p><p> </p><p></p><p> </p><p>They just take creativity. Object reading and eyes of alarm have both saved our necks, and we've got a lot of mileage out of Tenser's Floating Disk and Bloom.</p><p> </p><p></p><p> </p><p>Nor is it meant to be. 40 minions and the PCs ought to be running.</p><p> </p><p></p><p> </p><p>Find me a minion with an interrupt power. Not many have them. This sort of thing is what minions are <em>for</em>.</p><p> </p><p></p><p> </p><p>I misunderstood, sorry.</p><p> </p><p></p><p> </p><p>You miss errata. Aid other fails have a -1. But is your problem really that the DCs aren't high enough.</p><p> </p><p></p><p> </p><p>You sure? I was under the impression hard checks had become harder.</p><p> </p><p></p><p> </p><p>So your problem is that the DCs are too low? Is that all?</p><p> </p><p></p><p></p><p>"Here's what I'm thinking of changing and here's why? Your thoughts?"</p><p> </p><p></p><p> </p><p>My mileage varies.</p><p> </p><p></p><p> </p><p>That the DC is too low and doesn't account for aid-other spam?</p><p> </p><p></p><p> </p><p>... and find that the monsters had prepared for them. </p><p> </p><p></p><p> </p><p>Over half my players also DM. See above. And I didn't count ones thinking of it.</p><p> </p><p></p><p></p><p>So you complain about items being dull and then don't use the complex and interesting ones?</p><p> </p><p></p><p> </p><p>The 3e Christmas Tree effect?</p><p> </p><p></p><p></p><p>That is the point. Combat is big and cinematic. But doesn't get you very far. Low exp for monsters. As in 1e.</p><p> </p><p></p><p> </p><p>*yawn*</p><p> </p><p>But it's not changing the style or feel. Your changes, if applied by themselves, will do nothing to make me feel like I'm playing AD&D. <strong>Period.</strong> If you wanted to make me feel like I was playing an older edition, you would have to do a lot more than change how healing and identifying items works. </p><p> </p><p></p><p> </p><p>Before that.</p><p> </p><p></p><p></p><p>Really? Weapon vs armour type? Grappling?</p><p> </p><p></p><p> </p><p>The other difference, of course, is that in modular you can't see what the hell you are doing. (And you can have inherent and magic items - they simply don't stack).</p><p> </p><p></p><p> </p><p>Level 12 martial practice as well?</p><p> </p><p></p><p> </p><p>I don't know. How are you trying to convince him of that? Tell me and I'll assign easy, medium, or hard difficulty.</p><p> </p><p></p><p></p><p>No. And I didn't mention it so how do you know about it?</p><p> </p><p></p><p></p><p>Good luck. All hard DCs, no aid others. RP it and I'll drop it to medium unless you put your foot in your mouth (hard), or do something really clever (easy).</p><p> </p><p></p><p></p><p>Insubstantial (i.e. half damage taken) unless put out by being drenched or hit with a cold attack. Aura - fire 5. Death saves were house ruled so unless the body was dropped in the river he'd get back up again. Hp reduced by 1/3 (but counterbalanced by being insubstantial).</p><p> </p><p></p><p> </p><p>But that's not what was asked for.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 5331577, member: 87792"] I am currently running two tables. At both of them to my certain knowledge three of the players also DM. (One overlap other than myself). At one of them, two of the players have been playing D&D longer than I've been alive. One of those who I do not believes DMs is a completist on books. I expect them not to have read the modules I'm running, and vise-versa. But to have not touched the books? AD&D 1e. And my change is less experience for monsters, more for treasure. So go back to old school pixelbitching. Where are you searching? I mean, Elves have an automatic chance of detecting secret doors in AD&D. Does that defeat the point of them? Not really. Perception is damn powerful as it is to avoid ambushes. And to account for perception, give them a passive perception sweep of the room. They just take creativity. Object reading and eyes of alarm have both saved our necks, and we've got a lot of mileage out of Tenser's Floating Disk and Bloom. Nor is it meant to be. 40 minions and the PCs ought to be running. Find me a minion with an interrupt power. Not many have them. This sort of thing is what minions are [I]for[/I]. I misunderstood, sorry. You miss errata. Aid other fails have a -1. But is your problem really that the DCs aren't high enough. You sure? I was under the impression hard checks had become harder. So your problem is that the DCs are too low? Is that all? "Here's what I'm thinking of changing and here's why? Your thoughts?" My mileage varies. That the DC is too low and doesn't account for aid-other spam? ... and find that the monsters had prepared for them. Over half my players also DM. See above. And I didn't count ones thinking of it. So you complain about items being dull and then don't use the complex and interesting ones? The 3e Christmas Tree effect? That is the point. Combat is big and cinematic. But doesn't get you very far. Low exp for monsters. As in 1e. *yawn* But it's not changing the style or feel. Your changes, if applied by themselves, will do nothing to make me feel like I'm playing AD&D. [B]Period.[/B] If you wanted to make me feel like I was playing an older edition, you would have to do a lot more than change how healing and identifying items works. Before that. Really? Weapon vs armour type? Grappling? The other difference, of course, is that in modular you can't see what the hell you are doing. (And you can have inherent and magic items - they simply don't stack). Level 12 martial practice as well? I don't know. How are you trying to convince him of that? Tell me and I'll assign easy, medium, or hard difficulty. No. And I didn't mention it so how do you know about it? Good luck. All hard DCs, no aid others. RP it and I'll drop it to medium unless you put your foot in your mouth (hard), or do something really clever (easy). Insubstantial (i.e. half damage taken) unless put out by being drenched or hit with a cold attack. Aura - fire 5. Death saves were house ruled so unless the body was dropped in the river he'd get back up again. Hp reduced by 1/3 (but counterbalanced by being insubstantial). But that's not what was asked for. [/QUOTE]
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