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No Second Edition Love?
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<blockquote data-quote="Malhost Zormaeril" data-source="post: 3332954" data-attributes="member: 49669"><p>That's a good question. I guess you don't learn to jump, dodge or climb in magic-user school. That you learn playing with your friends as a kid <em>before</em> you're pawned off to the local wizard to do his laundry and learn magic from him.</p><p></p><p>Regardless, it's not about training for it or not training for it. If it were an ability check (say, STR or DEX) it wouldn't be "trained", but it would be consistent. You want to jump that chasm? Sure thing, roll STR. The Girdle of Giant Strength helps you jump, but the Periapt of Proof against Poison doesn't. And neither does the Resist Cold spell your party's Cleric cast on you.</p><p></p><p>As for the players wanting to take over the show, I for one would be glad for it (being a DM). It beats having to spoon-feed the story to them, like I have to do on bad days. Really, if they try to do things by themselves it shows they're interested in that part of the game, and I can foment that and create a more enjoyable experience for all involved... especially myself, since I don't have to wrack my brain for ways to keep them entertained.</p><p></p><p>Of course, this deal with setting the mood and letting the players run with it is something I learned playing 2e, and like it or not, I guess it coloured my view of RPGs ever since. You have obviously been coloured by another style of play, which I <strong>guess</strong> must have been more common in 1e days. I wasn't there, so I can't know for sure...</p></blockquote><p></p>
[QUOTE="Malhost Zormaeril, post: 3332954, member: 49669"] That's a good question. I guess you don't learn to jump, dodge or climb in magic-user school. That you learn playing with your friends as a kid [i]before[/i] you're pawned off to the local wizard to do his laundry and learn magic from him. Regardless, it's not about training for it or not training for it. If it were an ability check (say, STR or DEX) it wouldn't be "trained", but it would be consistent. You want to jump that chasm? Sure thing, roll STR. The Girdle of Giant Strength helps you jump, but the Periapt of Proof against Poison doesn't. And neither does the Resist Cold spell your party's Cleric cast on you. As for the players wanting to take over the show, I for one would be glad for it (being a DM). It beats having to spoon-feed the story to them, like I have to do on bad days. Really, if they try to do things by themselves it shows they're interested in that part of the game, and I can foment that and create a more enjoyable experience for all involved... especially myself, since I don't have to wrack my brain for ways to keep them entertained. Of course, this deal with setting the mood and letting the players run with it is something I learned playing 2e, and like it or not, I guess it coloured my view of RPGs ever since. You have obviously been coloured by another style of play, which I [b]guess[/b] must have been more common in 1e days. I wasn't there, so I can't know for sure... [/QUOTE]
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