LostSoul
Adventurer
A lot depends on how the DM runs things. I once played in a game where I was playing a Ranger/Barbarian in a party that moved 20'. I went 60' ahead of the party in stealth mode - moving at half speed - through the wilderness.
Next thing that happened was that we were all standing at the edge of a clearing making Will saves from the songs the harpies flying around a tree were singing. I'm not sure if we got to roll Init or not.
Didn't play with that guy again.
While for some people the lack of consistency in how to run a 3E game is seen as a benefit, in my case I don't like it much. I'd much rather a clear process - similar to what's found in B/X with its turn structure. Each action you take eats up time, which calls for a wandering monster check, which requires a reaction roll, which can lead into group initiative. Marching order and the role of the caller helped to cut down the "murk" that can arise between "free-play" - which 3E has a lot of - and structured play.
One of the most interesting games I played was with a 3E guy running 4E for the first time at a con; he ran everything in initiative order. Very clear procedures for play. Though not my preference, it was a good game and I can see how it helped the game proceed.
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From what I recall of my AD&D days, aside from giants and the like (rarely encountered, we never hit high levels), the most dangerous foes were clerics with their Hold Person spells. The best defence was always the magic-user casting Magic Missile to spank each one for assured damage until the fighter could close - assuming we went first. (This is 2E, with its speed factors and such.)
Next thing that happened was that we were all standing at the edge of a clearing making Will saves from the songs the harpies flying around a tree were singing. I'm not sure if we got to roll Init or not.
Didn't play with that guy again.
While for some people the lack of consistency in how to run a 3E game is seen as a benefit, in my case I don't like it much. I'd much rather a clear process - similar to what's found in B/X with its turn structure. Each action you take eats up time, which calls for a wandering monster check, which requires a reaction roll, which can lead into group initiative. Marching order and the role of the caller helped to cut down the "murk" that can arise between "free-play" - which 3E has a lot of - and structured play.
One of the most interesting games I played was with a 3E guy running 4E for the first time at a con; he ran everything in initiative order. Very clear procedures for play. Though not my preference, it was a good game and I can see how it helped the game proceed.
*
From what I recall of my AD&D days, aside from giants and the like (rarely encountered, we never hit high levels), the most dangerous foes were clerics with their Hold Person spells. The best defence was always the magic-user casting Magic Missile to spank each one for assured damage until the fighter could close - assuming we went first. (This is 2E, with its speed factors and such.)