Plane Sailing
Astral Admin - Mwahahaha!
Gentlegamer said:You become more wrong with each post you make.
Coming directly after Umbran's warning in the thread?
What on earth were you thinking about? I'm afraid thats a 3 day ban.
Gentlegamer said:You become more wrong with each post you make.
Korgoth said:And there's our strawman. You're saying that in 1E it didn't matter if you bluffed the guard. That's false. It could be the difference between life and death.
In deference to the Mods, I won't impute a motive to your statement. I will point out, however, that it is manifestly false. Perhaps that's the way you and your friends played 1E, but that is not how everybody played 1E. When I played my Magic-User, we even role played some of the training!
First and foremost, you didn't come across as if you were preaching, so no worries there.Philotomy Jurament said:I don't justify it. Playing a role is one aspect of the fun, but role-playing needn't be deep and serious method acting. Putting "yourself" in the scene through your PC is part of the fun, too. So is the puzzle/game aspect of play.
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Edit: Just a note to say I'm not presenting any of this as "my way is the best way." It's just what I like, and what I've found to work well.
Korgoth said:Why roll the dice when you can just describe it?
OD&D has perhaps been eye-opening in this regard. There are rules for combat and spell casting, and everything else is open. Why? Well... maybe because using your wits and imagination as much as possible is fun?
This is a criticism that isn't just applicable to 3.5, of course. It's equally applicable to Classic and 1E. Checking the door for traps is reduced to a roll. Searching is reduced to a roll. Too much rolling, not enough getting your imaginary hands dirty.
Valiant said:Korgoth,
Please re-read the DMG and PH descriptions on play (as well as alot of other FRPGs). In case you really don't "get" or understand the way role play works in 1E I will describe it to you: the way this is handled in 1E is the player acts as the character talking to the guard (played by the DM) in an attempt to persuade him; just as it would occur in real life (either they act it out, or the player says what his PC would generally say). The DM may or may not factor in the PCs charisma (reaction adjustment) its up to him. Thats one of the things that makes 1E a better ROLE PLAY system then 3E and 3.5. In 1E its like real life. You want to get out of that speeding ticket, you better make a good arguement and be persuasive...there's no "debate" skill like bluff or intimidate. And like the above poster mentions, we also acted out alot of stuff that others skipped over (occasionally training, haggling at the local bizzare, talking it up with bar maids for information etc.).
If anything its 3E and 3.5 that have segmented and codifide the "role play" experiance (a normally fluid and unpredictable activity) into cookie cutter predictable "combat like" dice roles along with every other concievable action (Jump, dodge, bluff, intimidate). 3.5 works great in this fashion (as a combat simulator) but it stinks as a role playing system (where the actual presentation by the player and the opinion of the DM are formost not some role).
Anyhow, from your statements its likely you prefer the 3E system of "role play" resolution (ie bluff, intimidate etc.) to that of AD&D and D&D (basically saying what your going to say and let the DM on his own determine the outcome). If so, thats fine. But please don't miss-represent 1E. Of course, if this is a miss-understanding on my part, please disregard this post.![]()
SuStel said:Then Greyhawk introduced the thief, which had an amazing power: you got a chance to find and remove those traps without having to tell the DM how you did it. And even if you failed your roll, you could still describe your search as the other players had to.
That was a pretty awesome ability. You could short-circuit the challenge of finding traps with a die-roll. You sucked in a fight and you had no magic to speak of, but you could really deal with those dungeon obstacles better than anyone else.
SuStel said:Give the man a cigar! This was exactly the point. And even the rules for combat and spell casting were vague and only assumed. (You were assumed to be using Chainmail for your combat system, but oh, here's an alternative if you want one. Or you could use something else. It doesn't matter, so long as the combat situation is resolved.)
SuStel said:Ehh... not so much those last two. There aren't really any hard-and-fast rules for non-thieves finding traps in them, and none at all for removing them. In d20, though, all finding and removing traps explicitly uses the Find Traps skill (or whatever it is).
(I hope my liberal editing didn't alter the gist of what you were saying; if so, please correct me.)Jackelope King said:...a character is...a labor of love...[with goals including]...[surviving to]...go on to other adventures and [to] develop emotionally...[Well-developed]...backgrounds and personalities are encouraged. It's something that I personally enjoy, and it's something that makes "old-school" killer dungeons more difficult to justify.
Philotomy Jurament said:All of this applies to other kinds of searching, too. For example, I typically use die-rolls for finding secret doors, but to open the secret door, I often require description (e.g. push/pull/prod/press something, etc). And if someone "twists the torch sconce," even without knowing a secret door is there from a die roll, I would let that find and open it. For things like concealed treasure (e.g. false bottom in a chest, pouch of gems hidden in the mattress), I much prefer descriptive searches over die rolls.
Sounds like a reasonable approach, to me. I sometimes do things like that (rolling against Int, etc), depending on the situation and the PCs involved.haakon1 said:I'd accept the "descriptive search" method of finding a secret door, but I'd also allow a Search check with the right number in the right place to figure it out.
Korgoth said:Some people are the same way with social interactions. Rather than say what your character says and just have it be as convincing as it actually is, they'd rather "roll their skill". I like the idea of taking the descriptive approach with searching also.