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<blockquote data-quote="tx7321" data-source="post: 3329587" data-attributes="member: 43146"><p>"How do you jump in AD&D 1e?" Exactly. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> Outside of hitting and magic, there's alot of stuff left up in the air, and that (I think) was intentional. The DM has to figure this out, and thus you have a very fluid experiance. I think this adds to the "realism" of the game, as you have only a mild idea of your chances </p><p></p><p></p><p> The player might end up rolling a d100, 3d6, a d20, his petrification, or anything else the DM says to role. And it might be that one time and something else the next. Also, the DM might rule the players ability to jump over a pit doesn't go up as he advances in levels, another one might. </p><p></p><p>Anyhow, what this results in is a game where the players only have a solid idea of how well they can do something that relates to their trained skills (so fighters using their swords, a thief HIS and MS, a spell caster using his magic). When it comes to stuff like jumping over a pit or dodging a falling tree (something you don't practise much for), its like real life who really knows. The DM uses his common sense. If the players disagree, oh well. </p><p></p><p> The more "out of control" and clueless the player feels the better the immersion experiance IMHO. This is another 1Eism perhaps. Yes, I know other games do this as well. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="tx7321, post: 3329587, member: 43146"] "How do you jump in AD&D 1e?" Exactly. :D Outside of hitting and magic, there's alot of stuff left up in the air, and that (I think) was intentional. The DM has to figure this out, and thus you have a very fluid experiance. I think this adds to the "realism" of the game, as you have only a mild idea of your chances The player might end up rolling a d100, 3d6, a d20, his petrification, or anything else the DM says to role. And it might be that one time and something else the next. Also, the DM might rule the players ability to jump over a pit doesn't go up as he advances in levels, another one might. Anyhow, what this results in is a game where the players only have a solid idea of how well they can do something that relates to their trained skills (so fighters using their swords, a thief HIS and MS, a spell caster using his magic). When it comes to stuff like jumping over a pit or dodging a falling tree (something you don't practise much for), its like real life who really knows. The DM uses his common sense. If the players disagree, oh well. The more "out of control" and clueless the player feels the better the immersion experiance IMHO. This is another 1Eism perhaps. Yes, I know other games do this as well. ;) [/QUOTE]
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