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'Old School' Experiences with D&D 3.5
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<blockquote data-quote="Von Ether" data-source="post: 2448954" data-attributes="member: 15582"><p>When great or poor roleplaying modifies the roll, it's not a problem. ... Some quick ideas on "old school with 3.5"</p><ul> <li data-xf-list-type="ul">* Players roll a 3d6 six times and prioritize order.<br /> * Players get PHB and Green Ronin's Psychic Handbook only (the GM allows the Wild * * Talent only optional rule)<br /> * No PrCs.<br /> * All feats and rules related to AoO are omited<br /> * DCs are +5 higher, but a player's roleplaying and description can reduce the penality ... and remind them of the fact often until they get in the groove<br /> * Less magic items and more gold <br /> * Let the players use the gold more for "The Sims" style play, building castles and followers<br /> * provide XP for gold and treasure<br /> * Cut XP for monster encounters to 1/6<br /> * Retweak the XP chart to increase at higher levels</li> </ul><p></p><p>There are also some things that go beyond just the rules.</p><ul> <li data-xf-list-type="ul"><br /> * Metagame is king: as stated before focus on the players, not the PCs<br /> * The GM screen is to hide notes, not dice rolls. If anything, all the dice rolls should be out in the open<br /> * Campaigns begin with one little town and one little dungeon and become bigger as the player's range out to find bigger challeges</li> </ul></blockquote><p></p>
[QUOTE="Von Ether, post: 2448954, member: 15582"] When great or poor roleplaying modifies the roll, it's not a problem. ... Some quick ideas on "old school with 3.5" [list]* Players roll a 3d6 six times and prioritize order. * Players get PHB and Green Ronin's Psychic Handbook only (the GM allows the Wild * * Talent only optional rule) * No PrCs. * All feats and rules related to AoO are omited * DCs are +5 higher, but a player's roleplaying and description can reduce the penality ... and remind them of the fact often until they get in the groove * Less magic items and more gold * Let the players use the gold more for "The Sims" style play, building castles and followers * provide XP for gold and treasure * Cut XP for monster encounters to 1/6 * Retweak the XP chart to increase at higher levels [/list] There are also some things that go beyond just the rules. [list] * Metagame is king: as stated before focus on the players, not the PCs * The GM screen is to hide notes, not dice rolls. If anything, all the dice rolls should be out in the open * Campaigns begin with one little town and one little dungeon and become bigger as the player's range out to find bigger challeges [/list] [/QUOTE]
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