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NOT AN EDITION WARS THREAD: 1E'ing 3E
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<blockquote data-quote="Tarek" data-source="post: 3283875" data-attributes="member: 6661"><p>The biggest thing I would do to "bring back" a 1st edition feel is to strictly limit the character classes. Core rules only to start.</p><p></p><p>If you want to multi-class, you have to find someone who's willing to train you in the new class and take campaign time off for that character to do so. For fighters and rogues, that's fairly simple and not very time consuming; a few months of training will usually get the basics of those classes.</p><p></p><p>Clerics, Wizards, and Monks would take a year of training, minimum, if not longer. Wizards are especially suspicious of people who want to learn arcane secrets from them, so I'd even consider making the training period even longer.</p><p></p><p>You can only be a Sorcerer if your 1st level class is Sorcerer, for what to me are obvious reasons.</p><p>Same with Barbarian; there are brain chemical/genetic factors on top of the culture and mindset. You can't be 'trained' to be a barbarian if you come from a civilized culture.</p><p></p><p>If you want to take a prestige class, you have to look for someone to train you in that class. Then you have to gain that person's trust, or at least convince them that you want to follow in their footsteps.</p><p></p><p>Leveling requires going back to a trainer of higher level than you are, paying them for training, and taking a few weeks of game time to train up. If you're high enough level (I'm thinking 9th), you can train yourself but it takes twice as long. The DM decides how long leveling up takes, based on how well he thought you roleplayed your character and stuck to the character concept.</p><p></p><p>For Wizards, I'd dump the "automatic two spells of the player's choice" rule for each time a new level is gained. You learn whatever spell your tutor wants to teach you, so you'd better be in good standing with him. If he dislikes you, you're not going to learn the spell you want to learn. Your tutor is going to be teaching you from the spells he has access to, so you won't be able to learn some of the more exotic spells.</p><p></p><p>The idea here is to limit the player's options. 3e is very open ended, and there is an assumption implied in the rules, which is that if a character meets the requirements to enter a new class or to gain a prestige class, that character may do so at will. That would be the very first assumption/rule that gets thrown out.</p><p></p><p>Social skills would not be usable unless the player roleplayed the use of that social skill. Constantly rolling "sense motive" checks every time an NPC speaks implies that the character doesn't trust the NPC, and when this becomes obvious to the NPC, I'd have the NPC react accordingly... because NPCs would get to roll Sense Motive too.</p></blockquote><p></p>
[QUOTE="Tarek, post: 3283875, member: 6661"] The biggest thing I would do to "bring back" a 1st edition feel is to strictly limit the character classes. Core rules only to start. If you want to multi-class, you have to find someone who's willing to train you in the new class and take campaign time off for that character to do so. For fighters and rogues, that's fairly simple and not very time consuming; a few months of training will usually get the basics of those classes. Clerics, Wizards, and Monks would take a year of training, minimum, if not longer. Wizards are especially suspicious of people who want to learn arcane secrets from them, so I'd even consider making the training period even longer. You can only be a Sorcerer if your 1st level class is Sorcerer, for what to me are obvious reasons. Same with Barbarian; there are brain chemical/genetic factors on top of the culture and mindset. You can't be 'trained' to be a barbarian if you come from a civilized culture. If you want to take a prestige class, you have to look for someone to train you in that class. Then you have to gain that person's trust, or at least convince them that you want to follow in their footsteps. Leveling requires going back to a trainer of higher level than you are, paying them for training, and taking a few weeks of game time to train up. If you're high enough level (I'm thinking 9th), you can train yourself but it takes twice as long. The DM decides how long leveling up takes, based on how well he thought you roleplayed your character and stuck to the character concept. For Wizards, I'd dump the "automatic two spells of the player's choice" rule for each time a new level is gained. You learn whatever spell your tutor wants to teach you, so you'd better be in good standing with him. If he dislikes you, you're not going to learn the spell you want to learn. Your tutor is going to be teaching you from the spells he has access to, so you won't be able to learn some of the more exotic spells. The idea here is to limit the player's options. 3e is very open ended, and there is an assumption implied in the rules, which is that if a character meets the requirements to enter a new class or to gain a prestige class, that character may do so at will. That would be the very first assumption/rule that gets thrown out. Social skills would not be usable unless the player roleplayed the use of that social skill. Constantly rolling "sense motive" checks every time an NPC speaks implies that the character doesn't trust the NPC, and when this becomes obvious to the NPC, I'd have the NPC react accordingly... because NPCs would get to roll Sense Motive too. [/QUOTE]
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