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Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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<blockquote data-quote="bloodtide" data-source="post: 9426910" data-attributes="member: 6684958"><p>Like I said, it is how you play the game...nothing about the rules.</p><p></p><p></p><p>I've said this is true. Games with few combat options other then "attack" are quicker then ones where each character has pages of abilities.</p><p></p><p>I would also add in the power levels too...the whole 'build' of the math of the game. The game where monsters have "low" hit points and character's do "low" damage. A powerful monster might only have 30 HP, with characters only doing 5 damage per round most of the time, with an occasional 10. This made combat much faster.</p><p></p><p>And I would add the play style where combat is NOT a focus. Like in D&D, before 3E, several character classes were NOT expected to get into combat much. Combat, even more so melee combat, was just for the Fighters and Clerics(and Rangers, Paladins and Barbarians). The other classes, notably the Wizard and Thief(aka rouge), were not made for combat. And even more so with Specialty Priests of each God, 2E added many 'clerics' to non combat classes. Before 3E, the Thief was a sneaky stealth class, not the all powerful monster slaying STRIKER of 3E and beyond. And all the spellcasters, most notably the wizards and clerics had a LOT less direct attack spells. Clerics had few or no attack spells per level, And even wizards, if you combined the PH, Wizards Handbook and Tome of Magic(assuming you had the last two), had only a couple attack spells per level.</p><p></p><p>And this has a HUGE impact on the game play: most of the time half the characters don't get directly involved in combat and fights. </p><p></p><p>Also....my Shadowdark rulebook has like five pages of "dungeon exploration rules"....is there some expansion book that has super detailed pages of dungeon exploration rules?</p></blockquote><p></p>
[QUOTE="bloodtide, post: 9426910, member: 6684958"] Like I said, it is how you play the game...nothing about the rules. I've said this is true. Games with few combat options other then "attack" are quicker then ones where each character has pages of abilities. I would also add in the power levels too...the whole 'build' of the math of the game. The game where monsters have "low" hit points and character's do "low" damage. A powerful monster might only have 30 HP, with characters only doing 5 damage per round most of the time, with an occasional 10. This made combat much faster. And I would add the play style where combat is NOT a focus. Like in D&D, before 3E, several character classes were NOT expected to get into combat much. Combat, even more so melee combat, was just for the Fighters and Clerics(and Rangers, Paladins and Barbarians). The other classes, notably the Wizard and Thief(aka rouge), were not made for combat. And even more so with Specialty Priests of each God, 2E added many 'clerics' to non combat classes. Before 3E, the Thief was a sneaky stealth class, not the all powerful monster slaying STRIKER of 3E and beyond. And all the spellcasters, most notably the wizards and clerics had a LOT less direct attack spells. Clerics had few or no attack spells per level, And even wizards, if you combined the PH, Wizards Handbook and Tome of Magic(assuming you had the last two), had only a couple attack spells per level. And this has a HUGE impact on the game play: most of the time half the characters don't get directly involved in combat and fights. Also....my Shadowdark rulebook has like five pages of "dungeon exploration rules"....is there some expansion book that has super detailed pages of dungeon exploration rules? [/QUOTE]
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