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D&D Older Editions
Presentation vs design... vs philosophy
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<blockquote data-quote="Lanefan" data-source="post: 7950464" data-attributes="member: 29398"><p>The players know their own bonuses but they don't know of any hidden modifiers (when such are present, which isn't always) and I'd like to keep that info secret for as long as it makes sense to do so.</p><p></p><p>1e is IME amazingly resilient to kitbashing, even when such kitbashing isn't done well (believe me, I've loads of experience with badly-done kitbashing having been the author of great gobs of it over the years!). But obviously, anything can be broken if one tries.</p><p></p><p>They can if one wants, though of those three the only place I'd use a 4e-style skill challenge is the evasion of pursuit, for which I've yet to see anything better.</p><p></p><p>Some changes like those you mention can be easily added in (and IMO the d% res. survival roll should be!). Others can't.</p><p></p><p>Using an example from the 3e game I was in: the DM wanted to make the campaign last longer and so he slowed down level advancement immensely, to similar to what our 1e-style games had.</p><p></p><p>Knock-on effect: wealth-by-level went out the window.</p><p>---Knock-on effect: eventually, most other wealth measures e.g. wealth-by-town also blew up.</p><p>---Knock-on effect: attempts to fix this on the fly by reducing available treasure quickly led to huge wealth imbalance within the party, newer characters (we had a slow but steady turnover both of players and characters) had nowhere near what the veterans had and no chance of catching up.</p><p>---Knock-on effect: by mid-level, CR and EL guidelines also went out the window due to how much wealth and gear we had.</p><p>Knock-on effect: some adventures became too easy for us at the start and-or too hard at the end; the authors expected the party to level up a few times during the module, which of course we didn't. This caused some DM headaches and probably a few PC deaths before he realized he had to start tweaking encounters.</p><p></p><p>In 1e, where there's no such thing as wealth-by-level guidelines and thus nothing else is predicated on them, changing the advancement rate wouldn't have had nearly the same consequences elsewhere.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7950464, member: 29398"] The players know their own bonuses but they don't know of any hidden modifiers (when such are present, which isn't always) and I'd like to keep that info secret for as long as it makes sense to do so. 1e is IME amazingly resilient to kitbashing, even when such kitbashing isn't done well (believe me, I've loads of experience with badly-done kitbashing having been the author of great gobs of it over the years!). But obviously, anything can be broken if one tries. They can if one wants, though of those three the only place I'd use a 4e-style skill challenge is the evasion of pursuit, for which I've yet to see anything better. Some changes like those you mention can be easily added in (and IMO the d% res. survival roll should be!). Others can't. Using an example from the 3e game I was in: the DM wanted to make the campaign last longer and so he slowed down level advancement immensely, to similar to what our 1e-style games had. Knock-on effect: wealth-by-level went out the window. ---Knock-on effect: eventually, most other wealth measures e.g. wealth-by-town also blew up. ---Knock-on effect: attempts to fix this on the fly by reducing available treasure quickly led to huge wealth imbalance within the party, newer characters (we had a slow but steady turnover both of players and characters) had nowhere near what the veterans had and no chance of catching up. ---Knock-on effect: by mid-level, CR and EL guidelines also went out the window due to how much wealth and gear we had. Knock-on effect: some adventures became too easy for us at the start and-or too hard at the end; the authors expected the party to level up a few times during the module, which of course we didn't. This caused some DM headaches and probably a few PC deaths before he realized he had to start tweaking encounters. In 1e, where there's no such thing as wealth-by-level guidelines and thus nothing else is predicated on them, changing the advancement rate wouldn't have had nearly the same consequences elsewhere. [/QUOTE]
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