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<blockquote data-quote="thedungeondelver" data-source="post: 4865376" data-attributes="member: 34865"><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Remember, the charts are there for you, not for them - tell 'em not to sweat it!</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">As to being shoehorned into a role by the rules, I say fie! Fie on 't!</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Playing <strong>AD&D</strong> (and this is part of its awesomeness) is about putting into the role what you want out of it. So you wanted to play a thief rather than a fighter, but for whatever reason the stats weren't there - whose to say you can't reflect that in your character's concept and your vision of his or her background? Hey, yeah, you wanted to be a cutpurse but those jerks at the thieves' guild and their stupid "move quietly across the room for the instructor" tests...! So now you're out there in the big wide open world, making your living by a sword. <em>You</em> still think of yourself as a thief - except your lockpick is three feet of sharpened steel!</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">...and <em>et cetera</em>.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">If players like lots of fiddly options, some suggestions (not just to you, but to folks in general) are:</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Make sure to use "secondary skills", and let the players exploit these (but not lean on them!) Case in point, I had a shipwreck scenario happen that started with the sinking of the ship - one player had "net fisherman" as his secondary skill so I ascertained that he could cast a rope pretty well, and as the ship was going down he was able to lasso a nearby timber and use it and other jetsam as a makeshift raft until the party was able to get to a convenient (not so) deserted isle. Needless to say his abilities became priceless when the matter of food came up...!</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Multiclassed demi-humans often help newcomers (or latecomers if they played before) get into <strong>AD&D</strong>. Show them what a fighter/magic-user or fighter/thief can do and watch their feelings of "limited options" disappear!</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p></blockquote><p></p>
[QUOTE="thedungeondelver, post: 4865376, member: 34865"] [font=century gothic] Remember, the charts are there for you, not for them - tell 'em not to sweat it! As to being shoehorned into a role by the rules, I say fie! Fie on 't! Playing [b]AD&D[/b] (and this is part of its awesomeness) is about putting into the role what you want out of it. So you wanted to play a thief rather than a fighter, but for whatever reason the stats weren't there - whose to say you can't reflect that in your character's concept and your vision of his or her background? Hey, yeah, you wanted to be a cutpurse but those jerks at the thieves' guild and their stupid "move quietly across the room for the instructor" tests...! So now you're out there in the big wide open world, making your living by a sword. [i]You[/i] still think of yourself as a thief - except your lockpick is three feet of sharpened steel! ...and [i]et cetera[/i]. If players like lots of fiddly options, some suggestions (not just to you, but to folks in general) are: Make sure to use "secondary skills", and let the players exploit these (but not lean on them!) Case in point, I had a shipwreck scenario happen that started with the sinking of the ship - one player had "net fisherman" as his secondary skill so I ascertained that he could cast a rope pretty well, and as the ship was going down he was able to lasso a nearby timber and use it and other jetsam as a makeshift raft until the party was able to get to a convenient (not so) deserted isle. Needless to say his abilities became priceless when the matter of food came up...! Multiclassed demi-humans often help newcomers (or latecomers if they played before) get into [b]AD&D[/b]. Show them what a fighter/magic-user or fighter/thief can do and watch their feelings of "limited options" disappear! [/font] [/QUOTE]
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