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'Old School' Experiences with D&D 3.5
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<blockquote data-quote="demonpunk" data-source="post: 2445456" data-attributes="member: 17985"><p><strong>description vs. punch a button</strong></p><p></p><p>Unfortunately, the dexcription of skills in the books and adventures (Dungeon, though I love it, is bad at this) often encourages people to just roll dice instead of just role-play. I also think of it as "push a button" mentality. People are so used to video games and abilites that work at the push of a button that they assume D&D works the same way. </p><p></p><p>I hate it when a player asks if they can roll a Diplomacy check at the first sign of interaction with an NPC. The same goes for searching for and disabling traps. Its often a footnote, instead of an actual encounter. </p><p></p><p>So how do you overcome this, and try for an "old school" feel? Demand more description from your players. As said before, ask them exactly where they are searching. If interacting with an NPC, make them role play it out. </p><p></p><p>Limit die rolls, and roll them yourself whenever possible. For example, when the PCs meet an NPC, make a Diplomacy check in secret for whoever is doing the most talking. This will give you an idea of how the conversation will go--but don't hold it as gospel, just a guideline. When the PCs are close to a trap, give them a clue about its presence. If they investigate, make them get specific. Give them detailed descriptions so that they can describe their actions well. If they get close, make a Search check in secret. Actually, make a lot of random rolls whenever the PCs are doing anything like this, that way they won't know which one actually counts. </p><p></p><p>If the PCs discover the trap, have them figure out how to bypass it themselves. If they come up with a good idea, make a Disable Device check, with bonuses or penalties for how good the idea is. Another option is to allow a Disable Device check to figure out *how* to bypass the trap, but the PCs still have to do it themselves (for example, a fire trap at the end of the hallway can be easily bypassed by crawling upside down on the ceiling, but the rogue must make a Disable Device check to figure this out. It could also be figured out by testing the trap; sending a summoned animal or pushing on the sensor stone with a 10' pole. Then the PC must climb upside down down the hallway, and if they fall they set off the trap.)</p><p></p><p>Be candid with your players that this is the style you intend to run, or it could ruin an adventure. The key point is to have fun and simulate realistic interaction with the environment. Dice rolls are just guidelines for determining outcome, and should be avoided if the DM thinks common sense works better.</p></blockquote><p></p>
[QUOTE="demonpunk, post: 2445456, member: 17985"] [b]description vs. punch a button[/b] Unfortunately, the dexcription of skills in the books and adventures (Dungeon, though I love it, is bad at this) often encourages people to just roll dice instead of just role-play. I also think of it as "push a button" mentality. People are so used to video games and abilites that work at the push of a button that they assume D&D works the same way. I hate it when a player asks if they can roll a Diplomacy check at the first sign of interaction with an NPC. The same goes for searching for and disabling traps. Its often a footnote, instead of an actual encounter. So how do you overcome this, and try for an "old school" feel? Demand more description from your players. As said before, ask them exactly where they are searching. If interacting with an NPC, make them role play it out. Limit die rolls, and roll them yourself whenever possible. For example, when the PCs meet an NPC, make a Diplomacy check in secret for whoever is doing the most talking. This will give you an idea of how the conversation will go--but don't hold it as gospel, just a guideline. When the PCs are close to a trap, give them a clue about its presence. If they investigate, make them get specific. Give them detailed descriptions so that they can describe their actions well. If they get close, make a Search check in secret. Actually, make a lot of random rolls whenever the PCs are doing anything like this, that way they won't know which one actually counts. If the PCs discover the trap, have them figure out how to bypass it themselves. If they come up with a good idea, make a Disable Device check, with bonuses or penalties for how good the idea is. Another option is to allow a Disable Device check to figure out *how* to bypass the trap, but the PCs still have to do it themselves (for example, a fire trap at the end of the hallway can be easily bypassed by crawling upside down on the ceiling, but the rogue must make a Disable Device check to figure this out. It could also be figured out by testing the trap; sending a summoned animal or pushing on the sensor stone with a 10' pole. Then the PC must climb upside down down the hallway, and if they fall they set off the trap.) Be candid with your players that this is the style you intend to run, or it could ruin an adventure. The key point is to have fun and simulate realistic interaction with the environment. Dice rolls are just guidelines for determining outcome, and should be avoided if the DM thinks common sense works better. [/QUOTE]
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