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<blockquote data-quote="Water Bob" data-source="post: 5745681" data-attributes="member: 92305"><p>My advice: Go with an earlier edition of the game. I have found, starting around 3rd edition D&D, mechanics have become prominent. There is a dice throw for everything, official, in the rules.</p><p> </p><p>Try going with the 1E AD&D rules. It's much less "I roled a 17...what do I know?" and more about the give and take between GM and player. Players had to ask questions. GMs answer with description. Remove a lot of the dice rolling, and the game lends itself better to role playing.</p><p> </p><p>It's just a better rule structure in which to RP.</p><p> </p><p>Example....</p><p> </p><p>A simple situation where two characters are standing in a field and they hear howl--maybe an animal howl.</p><p> </p><p> </p><p> </p><p>In 3E+, the DM may secretly (or not so secretly) throw a Listen check for both PCs to see if either heard the howl.</p><p> </p><p>Let's say that one did. The player will say, "I want to see if I recognize the animal....I'll roll on my Knowledge (Nature) skill."</p><p> </p><p>And, the game proceeds, sometimes rather dryly, under similair parameters.</p><p> </p><p> </p><p> </p><p>In a 1E AD&D game, the DM probably won't bother with a Listen check. If he does, it's a modified version of the character's Listen at Doors check, because there is no standard roll for hearing things.</p><p> </p><p>This leads to a strictly role-play situation with the GM describing what the PCs hear, see, feel, smell, and touch, while the players react to that.</p><p> </p><p>The rules of the game encourage more roleplaying--because there are less dice throws built into the game--than in 3E+.</p><p> </p><p>In order to take advantage of that, change your game version to one of the earlier rule sets.</p><p> </p><p>You'll definitely get more role playing out of it. And, when a players says, "Does my character recognize the type of animal that would make that kind of how, you'll reply with description instead of out-right telling the players what their characters hear.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5745681, member: 92305"] My advice: Go with an earlier edition of the game. I have found, starting around 3rd edition D&D, mechanics have become prominent. There is a dice throw for everything, official, in the rules. Try going with the 1E AD&D rules. It's much less "I roled a 17...what do I know?" and more about the give and take between GM and player. Players had to ask questions. GMs answer with description. Remove a lot of the dice rolling, and the game lends itself better to role playing. It's just a better rule structure in which to RP. Example.... A simple situation where two characters are standing in a field and they hear howl--maybe an animal howl. In 3E+, the DM may secretly (or not so secretly) throw a Listen check for both PCs to see if either heard the howl. Let's say that one did. The player will say, "I want to see if I recognize the animal....I'll roll on my Knowledge (Nature) skill." And, the game proceeds, sometimes rather dryly, under similair parameters. In a 1E AD&D game, the DM probably won't bother with a Listen check. If he does, it's a modified version of the character's Listen at Doors check, because there is no standard roll for hearing things. This leads to a strictly role-play situation with the GM describing what the PCs hear, see, feel, smell, and touch, while the players react to that. The rules of the game encourage more roleplaying--because there are less dice throws built into the game--than in 3E+. In order to take advantage of that, change your game version to one of the earlier rule sets. You'll definitely get more role playing out of it. And, when a players says, "Does my character recognize the type of animal that would make that kind of how, you'll reply with description instead of out-right telling the players what their characters hear. [/QUOTE]
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