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Recapturing 1st Edition Feelings
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<blockquote data-quote="ruleslawyer" data-source="post: 1793301" data-attributes="member: 1757"><p>Now that we're on the 3rd page of this thread, in the spirit of this thread I'd like to hearken back to page 1 <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> and specifically evildmguy's post, with which I emphatically agree. 1e combat was not really simpler than 3e combat; what with surprise rolls, tables for attacking, tables for saving throws, tables for thief skills, weapon speed factors, etc etc., it could be quite a morass. Combat in my own 1e games took forever to adjudicate, especially when players used buffs and other long-term spell effects. IMHO, the difference was that 1e DMs often just handwaved the difficult rules issues and made up on-the-spot rules to handle particular scenarios. But that's a function of the rules being too much of a headache to actually use, not of their simplicity. If anything, 3e is far simpler; bonus stacking, skill bonuses, attack bonuses, and saves are all far simpler than their 1e/2e counterparts. </p><p></p><p>That said, there are ways to simplify your 3e games. IMHO, most of the house rules suggested here do NOT simplify your games; they just make 'em different. Some mentioned here that IMHO would simplify your games:</p><p></p><p>-Don't use a board or miniatures. Just handwave movement and run it as a function of what "sounds right."</p><p>-Eliminate AoOs. Instead, give opponents a free melee attack against anyone casting a spell, firing a bow, or drinking a potion, but nothing else that resembles an AoO. </p><p>-Eliminate skill point progressions. Just give members of particular classes the ability to roll 1d20 + class level +3 + ability mod for particular abilities, and have done with.</p><p></p><p>Otherwise, IMHO the easiest way to simplify your games is to <em>put the ball in your players' court.</em> Make them calculate their various skill, ability, and attack mods by situation, and just have them tell you what they rolled (bonuses included) and when they go. I find that it is actually pretty easy to run games if the players are on the ball. Keep in mind that the DM already does a ton of work; one of the nice things about 3e is that the players get to do some of it too. Unless you're really worried about them cheating, odds are that you should be able to run most interactions as (roll vs. DC or AC) without too much fuss. If your players are on the ball, IMX, the complexity of the rules will be de-emphasized, because it's already folded into the game.</p></blockquote><p></p>
[QUOTE="ruleslawyer, post: 1793301, member: 1757"] Now that we're on the 3rd page of this thread, in the spirit of this thread I'd like to hearken back to page 1 ;) and specifically evildmguy's post, with which I emphatically agree. 1e combat was not really simpler than 3e combat; what with surprise rolls, tables for attacking, tables for saving throws, tables for thief skills, weapon speed factors, etc etc., it could be quite a morass. Combat in my own 1e games took forever to adjudicate, especially when players used buffs and other long-term spell effects. IMHO, the difference was that 1e DMs often just handwaved the difficult rules issues and made up on-the-spot rules to handle particular scenarios. But that's a function of the rules being too much of a headache to actually use, not of their simplicity. If anything, 3e is far simpler; bonus stacking, skill bonuses, attack bonuses, and saves are all far simpler than their 1e/2e counterparts. That said, there are ways to simplify your 3e games. IMHO, most of the house rules suggested here do NOT simplify your games; they just make 'em different. Some mentioned here that IMHO would simplify your games: -Don't use a board or miniatures. Just handwave movement and run it as a function of what "sounds right." -Eliminate AoOs. Instead, give opponents a free melee attack against anyone casting a spell, firing a bow, or drinking a potion, but nothing else that resembles an AoO. -Eliminate skill point progressions. Just give members of particular classes the ability to roll 1d20 + class level +3 + ability mod for particular abilities, and have done with. Otherwise, IMHO the easiest way to simplify your games is to [i]put the ball in your players' court.[/i] Make them calculate their various skill, ability, and attack mods by situation, and just have them tell you what they rolled (bonuses included) and when they go. I find that it is actually pretty easy to run games if the players are on the ball. Keep in mind that the DM already does a ton of work; one of the nice things about 3e is that the players get to do some of it too. Unless you're really worried about them cheating, odds are that you should be able to run most interactions as (roll vs. DC or AC) without too much fuss. If your players are on the ball, IMX, the complexity of the rules will be de-emphasized, because it's already folded into the game. [/QUOTE]
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