Melkor
Explorer
I just finished DMing the first D&D game my group has played in a year. If you have followed any of my recent posts, you know that It was a last ditch effort to get my gaming group back together, and that I've been planning for the session for about a month.
I was originally set on using 3.0 with a few elements from 3.5 thrown in, but after reading the issue of Dragon (the one that included the DM's Screen), I decided to go ahead and throw caution to the wind. I went with the idea of using 3.5 and converting all of my 3.0 material on the fly. I figured I should at least try out the new edition before throwing it to the curb.
So the game started, and the player's seemed to be into it. They spent quite a bit of time just roleplaying their initial meeting. After that, they moved on and had two minor combat encounters.....The thing is, things got a little loose a little too fast...
I fealt as if I was 'winging it' a bit too much. I was fudging a roll here and there (behind the DM screen), to keep the character's alive and keep the action from bogging down. When I couldn't remember a rule, I was making a quick decision and moving on.
The players didn't even get through 10% of what I had planned for the evening, but they all enjoyed it, and said they would love to play again. I take that as a good sign, and came away with a few interesting items:
1) I didn't get a good feel for 3.5 because I didn't get down to the nitty gritty of most of the rules. I let things slide, and I played without being the anal rules lawyer I used to be. I don't know if this is a good thing or a bad thing. On one hand, my players had fun. On the other hand, I don't like running such a 'loose' game.
2) What I did learn of 3.5 seemed better than I thought it would be. It feels like it's a little easier to play than 3.0.
3) I don't remember all of the D&D rules as well as I did a couple of years ago (even though I read the 3.5 PHB as soon as it came out). Need to polish up.
4) The Darkness spell is a pain in my a@@. One of the character's cast darkness on a rock, and through it in the path of a fully armored dwarf moving through difficult terrain. I ruled that the character had to make a balance check to keep his footing.....That was all well and good, but then it became a confused melee with several fighters engaging in the area of the Darkness, and it just got to be a bit difficult to keep track of.
5) I'm glad to be playing again. Even if I am the DM.
Cheers.
I was originally set on using 3.0 with a few elements from 3.5 thrown in, but after reading the issue of Dragon (the one that included the DM's Screen), I decided to go ahead and throw caution to the wind. I went with the idea of using 3.5 and converting all of my 3.0 material on the fly. I figured I should at least try out the new edition before throwing it to the curb.
So the game started, and the player's seemed to be into it. They spent quite a bit of time just roleplaying their initial meeting. After that, they moved on and had two minor combat encounters.....The thing is, things got a little loose a little too fast...
I fealt as if I was 'winging it' a bit too much. I was fudging a roll here and there (behind the DM screen), to keep the character's alive and keep the action from bogging down. When I couldn't remember a rule, I was making a quick decision and moving on.
The players didn't even get through 10% of what I had planned for the evening, but they all enjoyed it, and said they would love to play again. I take that as a good sign, and came away with a few interesting items:
1) I didn't get a good feel for 3.5 because I didn't get down to the nitty gritty of most of the rules. I let things slide, and I played without being the anal rules lawyer I used to be. I don't know if this is a good thing or a bad thing. On one hand, my players had fun. On the other hand, I don't like running such a 'loose' game.
2) What I did learn of 3.5 seemed better than I thought it would be. It feels like it's a little easier to play than 3.0.
3) I don't remember all of the D&D rules as well as I did a couple of years ago (even though I read the 3.5 PHB as soon as it came out). Need to polish up.
4) The Darkness spell is a pain in my a@@. One of the character's cast darkness on a rock, and through it in the path of a fully armored dwarf moving through difficult terrain. I ruled that the character had to make a balance check to keep his footing.....That was all well and good, but then it became a confused melee with several fighters engaging in the area of the Darkness, and it just got to be a bit difficult to keep track of.
5) I'm glad to be playing again. Even if I am the DM.

Cheers.