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<blockquote data-quote="olshanski" data-source="post: 6015529" data-attributes="member: 7441"><p>Yes, I'd pick one clone, personally, I've liked Labyrinth Lord for starters.</p><p>Just try playing that with one of the basic adventures that you can get dirt cheap. Everything in all of the pre WoTC adventures is pretty interchangable.</p><p></p><p>What you'll find with the really early stuff is that without having any defined skills, there is a lot more freedom to just try anything, and there is a lot more onus on the DM to determine whether it works or not, and more often than not it does.</p><p></p><p>The screwy part is that when you are searching a room, you can't just roll a search check, you usually have to say "I rifle through the desk drawers, checking for secret compartments and false backs"... stuff like that. You never know when treasure will be hidden behind a loose stone or something. Even then, if you don't specifically call out the correct spot a lenient GM may tell you you found the loot anyway.</p><p></p><p>penultimate bit of advice... in the early games, each GP of treasure you recover was worth an XP. And killing monsters was worth some but not a lot of XP. So you are always better off trying to avoid fights, because the real experience comes from the loot, not from fighting.</p><p></p><p>Last bit of advice... the early adventures can be deadly, and there is really nothing wrong with hiring a couple of men-at-arms to come along with you, and perhaps a pair of guard dogs and a mule. All those extra bodies are extra targets in case you come across something really dangerous, and you never know when those extra combatants can help your party out. Beware of the SLEEP spell.</p></blockquote><p></p>
[QUOTE="olshanski, post: 6015529, member: 7441"] Yes, I'd pick one clone, personally, I've liked Labyrinth Lord for starters. Just try playing that with one of the basic adventures that you can get dirt cheap. Everything in all of the pre WoTC adventures is pretty interchangable. What you'll find with the really early stuff is that without having any defined skills, there is a lot more freedom to just try anything, and there is a lot more onus on the DM to determine whether it works or not, and more often than not it does. The screwy part is that when you are searching a room, you can't just roll a search check, you usually have to say "I rifle through the desk drawers, checking for secret compartments and false backs"... stuff like that. You never know when treasure will be hidden behind a loose stone or something. Even then, if you don't specifically call out the correct spot a lenient GM may tell you you found the loot anyway. penultimate bit of advice... in the early games, each GP of treasure you recover was worth an XP. And killing monsters was worth some but not a lot of XP. So you are always better off trying to avoid fights, because the real experience comes from the loot, not from fighting. Last bit of advice... the early adventures can be deadly, and there is really nothing wrong with hiring a couple of men-at-arms to come along with you, and perhaps a pair of guard dogs and a mule. All those extra bodies are extra targets in case you come across something really dangerous, and you never know when those extra combatants can help your party out. Beware of the SLEEP spell. [/QUOTE]
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