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My, how the adventures have changed...
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<blockquote data-quote="delericho" data-source="post: 3942397" data-attributes="member: 22424"><p>Nitpick: In BD&D, a round was 10 seconds.</p><p></p><p></p><p></p><p>I take it 3rd edition is not your favourite? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Actually, with the exceptions of the "take 20 on Search" thing and the "selling magic items" thing, the differences are only in descriptions and numbers.</p><p></p><p>For example, the Bluff/Sense Motive thing comes down to numbers - if the traitor his a higher skill modifier, the scenario goes down exactly as in 1e. If the poison does 3d6 Con damage instead of 2d6, the Rogue is dead, just as in 1e.</p><p></p><p>If the DM describes the Goblin Barbarian as "a slightly larger Goblin", that encounter works the same as before as well.</p><p></p><p>I'm really not seeing much difference here. (Oh, and the "they know they haven't found enough treasure yet" is , I suspect, an intentional exaggeration. Different encounters should give different amounts of treasure, so while they might suspect more treasure, they shouldn't <em>know</em>... just as in previous editions.)</p><p></p><p>The "selling magic items" thing is a quirk of 3e. All I can suggest here is that the DM would be better off tailoring the items to the PCs more. Make it a +1 Waraxe, and the problem goes away. Better still, make it a "Weapon of Legacy" Waraxe, and they may never want to sell it (well, they wouldn't, if the WoL rules were better-implemented).</p><p></p><p><strong>About Search:</strong></p><p></p><p>The Search thing is another annoyance. I've been toying with some house rules in this area, with a view to shifting it back towards an older-school feel.</p><p></p><p>How about this: "When designing an area, the DM should divide it into 'zones'. For example, the walls might be one zone, while a painting hanging on one wall (and the safe behind said painting) is another zone. When the PCs Search, they must specify a zone to Search (rather than a 5 ft. cube).</p><p></p><p>If there is a Hazard in a zone (such as a trap or contact poison), there is a risk that the characters will be exposed to the Hazard before they find it. If a Search check fails to find the Hazard by 5 or more, the character is exposed to the Hazard, and suffers the appropriate consequences.</p><p></p><p>Characters may take 20 on Search checks. However, if there is a Hazard present in the zone, the character will automatically be exposed to it."</p><p></p><p>How's that?</p><p></p><p></p><p></p><p>I agree with both of these. Point #3 is undeniably a good thing. Point #2 I'm largely indifferent about.</p></blockquote><p></p>
[QUOTE="delericho, post: 3942397, member: 22424"] Nitpick: In BD&D, a round was 10 seconds. I take it 3rd edition is not your favourite? :) Actually, with the exceptions of the "take 20 on Search" thing and the "selling magic items" thing, the differences are only in descriptions and numbers. For example, the Bluff/Sense Motive thing comes down to numbers - if the traitor his a higher skill modifier, the scenario goes down exactly as in 1e. If the poison does 3d6 Con damage instead of 2d6, the Rogue is dead, just as in 1e. If the DM describes the Goblin Barbarian as "a slightly larger Goblin", that encounter works the same as before as well. I'm really not seeing much difference here. (Oh, and the "they know they haven't found enough treasure yet" is , I suspect, an intentional exaggeration. Different encounters should give different amounts of treasure, so while they might suspect more treasure, they shouldn't [i]know[/i]... just as in previous editions.) The "selling magic items" thing is a quirk of 3e. All I can suggest here is that the DM would be better off tailoring the items to the PCs more. Make it a +1 Waraxe, and the problem goes away. Better still, make it a "Weapon of Legacy" Waraxe, and they may never want to sell it (well, they wouldn't, if the WoL rules were better-implemented). [b]About Search:[/b] The Search thing is another annoyance. I've been toying with some house rules in this area, with a view to shifting it back towards an older-school feel. How about this: "When designing an area, the DM should divide it into 'zones'. For example, the walls might be one zone, while a painting hanging on one wall (and the safe behind said painting) is another zone. When the PCs Search, they must specify a zone to Search (rather than a 5 ft. cube). If there is a Hazard in a zone (such as a trap or contact poison), there is a risk that the characters will be exposed to the Hazard before they find it. If a Search check fails to find the Hazard by 5 or more, the character is exposed to the Hazard, and suffers the appropriate consequences. Characters may take 20 on Search checks. However, if there is a Hazard present in the zone, the character will automatically be exposed to it." How's that? I agree with both of these. Point #3 is undeniably a good thing. Point #2 I'm largely indifferent about. [/QUOTE]
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