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L&L December 16th Can you feel it?
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<blockquote data-quote="ExploderWizard" data-source="post: 6234062" data-attributes="member: 66434"><p>The players choose how long they want to spend searching. It is up to them to decide how long to risk staying in one place. If the area is rather small and has already been cleaned out, there is no logical reason why they shouldn't be able to take their time turning the place upside down. </p><p></p><p>In the game as originally designed, no class, not even the optional thief, had specific talent at finding anything. Elves and dwarves had a racial gift for finding secret doors (elves) and traps/shifting walls (dwarves). Aside from that, finding things was up to the player. A "skill" for that is akin to playing the game for the player. An original thief had a special skill to <em>remove</em> a small trap but no actual extra skill at finding them. Exploring the environment and discovering what is hidden is for the player to do. It may not be to everyone's taste but I can say my players don't go into autopilot sleep mode until a fight breaks out. Their own wits and cleverness determine how much treasure they will find, so they actually pay attention to their surroundings and are rewarded for doing so. </p><p></p><p>I run OD&D without the thief class. I have made thieving along with several other skill sets such as ranger, scholar, athlete, healer, etc. background competency choices that any class may select. This allows a bit of character customization and allows a player to shine in an area of choice regardless of chosen class. Thus if the party wants thief skills, someone just chooses the thief background and isn't forced into playing a weak class. </p><p></p><p></p><p></p><p></p><p></p><p>A plotted adventure that comes to a grinding halt if a mechanical resolution point results in failure is a stinkbomb. Full stop. If the adventure can't happen without X DO NOT make X a possible failure point. Adventure design 101. </p><p></p><p></p><p></p><p></p><p></p><p>I haven't delved into the playtest packets deep enough to dispute your estimate of 5E. It is my hope that the game comes with sufficient knobs and dials to provide both the combat weak burglar thief as well as the super ninja for those that want them.</p></blockquote><p></p>
[QUOTE="ExploderWizard, post: 6234062, member: 66434"] The players choose how long they want to spend searching. It is up to them to decide how long to risk staying in one place. If the area is rather small and has already been cleaned out, there is no logical reason why they shouldn't be able to take their time turning the place upside down. In the game as originally designed, no class, not even the optional thief, had specific talent at finding anything. Elves and dwarves had a racial gift for finding secret doors (elves) and traps/shifting walls (dwarves). Aside from that, finding things was up to the player. A "skill" for that is akin to playing the game for the player. An original thief had a special skill to [I]remove[/I] a small trap but no actual extra skill at finding them. Exploring the environment and discovering what is hidden is for the player to do. It may not be to everyone's taste but I can say my players don't go into autopilot sleep mode until a fight breaks out. Their own wits and cleverness determine how much treasure they will find, so they actually pay attention to their surroundings and are rewarded for doing so. I run OD&D without the thief class. I have made thieving along with several other skill sets such as ranger, scholar, athlete, healer, etc. background competency choices that any class may select. This allows a bit of character customization and allows a player to shine in an area of choice regardless of chosen class. Thus if the party wants thief skills, someone just chooses the thief background and isn't forced into playing a weak class. A plotted adventure that comes to a grinding halt if a mechanical resolution point results in failure is a stinkbomb. Full stop. If the adventure can't happen without X DO NOT make X a possible failure point. Adventure design 101. I haven't delved into the playtest packets deep enough to dispute your estimate of 5E. It is my hope that the game comes with sufficient knobs and dials to provide both the combat weak burglar thief as well as the super ninja for those that want them. [/QUOTE]
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