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General Tabletop Discussion
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Rules Misunderstandings Over The Years
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<blockquote data-quote="Crazy Jerome" data-source="post: 5460969" data-attributes="member: 54877"><p>We played Basic/1st ed. AD&D for a couple of years letting magic users use short bows and several other weapons that they really shouldn't have. I only found out we were doing it wrong when I read a Dragon mag letter to the editor complaining about the restriction. It would have been traumatic for the group, but by then we had learned the hard way that a wizard using a weapon was already hosed. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>My favorite mistake though was our first weekend of Red Box where I misread the wandering monster checks as supposed to occur ever turn (10 minutes). The first group TPK'd when they got mauled, in the dungeon, by wandering mountain lions that piled onto the wandering goblins and bears they were already fighting. The cleric made it to the door, but the wandering kobolds got him. </p><p> </p><p>But we adapted. The players figured out quick that the best thing to do was go into the dungeon in a rush, hope not to trip traps, grab the first treasure they found, and have the survivers run out. Let all the stirred up wandering monsters fight each other, then repeat. The resemblance to Pac Man was not lost on us. We did wonder why one needed all those 10' foot poles, lantern oil, and the like, when you couldn't afford to be slowed down? Why map, when it was critical to memorize the layout, in case you had to run for the door without the map maker? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /></p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5460969, member: 54877"] We played Basic/1st ed. AD&D for a couple of years letting magic users use short bows and several other weapons that they really shouldn't have. I only found out we were doing it wrong when I read a Dragon mag letter to the editor complaining about the restriction. It would have been traumatic for the group, but by then we had learned the hard way that a wizard using a weapon was already hosed. :) My favorite mistake though was our first weekend of Red Box where I misread the wandering monster checks as supposed to occur ever turn (10 minutes). The first group TPK'd when they got mauled, in the dungeon, by wandering mountain lions that piled onto the wandering goblins and bears they were already fighting. The cleric made it to the door, but the wandering kobolds got him. But we adapted. The players figured out quick that the best thing to do was go into the dungeon in a rush, hope not to trip traps, grab the first treasure they found, and have the survivers run out. Let all the stirred up wandering monsters fight each other, then repeat. The resemblance to Pac Man was not lost on us. We did wonder why one needed all those 10' foot poles, lantern oil, and the like, when you couldn't afford to be slowed down? Why map, when it was critical to memorize the layout, in case you had to run for the door without the map maker? :p [/QUOTE]
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