Gentlegamer
Adventurer
Cite what?Are you talking about in S&W or the OD&D rules? Because if it's the last, I'll say something I've never said before: Cite.
Cite what?Are you talking about in S&W or the OD&D rules? Because if it's the last, I'll say something I've never said before: Cite.
*nod* Basically.
(other than the fact he didn't really "IMO" it)
Is that really neccessary on a personal blog? I read peoples' blogs to get their opinions about stuff, so the "IMO" seems redundant to me.
/M
I almost wrote a post making exactly that joke, but then I decided I shouldn't, and now I wish I did...Dude. You´re not supposed to mention the N word when referring to old-school gaming!![]()
Doesn't matter if it does, as, in classic games, purely mathematical balance is not necessary.In other words, the old modules shouldn't say X characters of Y to Z level, but rather, X characters of Y XP, presuming of course, that the game actually does balance that way, which I'm not sure that it does.
Old school is, in part, about making choices that matter. A "bad" choice of class IS (relatively) permanent... if it were not, the choice would not have mattered.Oh yes! From a design perspective it sure is. At the beginning of the campaign, a player selects his character's class - if the DM doesn't enforce the roll 3d6 six times, right down the values in the order given on the character sheet and see which class you might select - and is stuck with it for the life of this character. The campaign may run a long time, but the player has no chance to correct his decision. This is an example of extremely bad design!
Indeed. XP bonuses are applied out-of-play; nobody is waiting for you to get the math done. But ever-changing combat bonuses slow every round of combat.I find it difficult to believe that someone involved in the design of a system as math intensive as 3E has a problem calculating a 5% bonus to earned experience but sees nothing wrong with stacking bonuses from many sources and recalculating these multiple times during combat as buffs are applied and dispelled.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.