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<blockquote data-quote="Mallus" data-source="post: 5295012" data-attributes="member: 3887"><p>Skip to the <strong>OT:</strong> if you're interested in the strictly on-topic comments...</p><p></p><p></p><p>Let my try to explain where I'm coming from, if you're interesting in hearing... the first long-running game I played in, circa 1984, was an AD&D campaign which used the critical hit tables from Arms Law and ditched Vancian casting in favor of a spell point system (from an issue of the Dragon? White Dwarf?). My impression was everyone was doing that sort of thing back then; customizing the D&D experience to their tastes, stealing from whatever piqued your interest (both mechanics and fluff). My experiences with other campaign bore this out. This *was* old-school gaming. </p><p></p><p></p><p>You are misreading me. </p><p></p><p></p><p>Or C) you customize the game to your taste. Which is what everyone I knew did back in my day. There was no grail quest for the "ideal game", and no call from doctrinally pure D&D; we took the system we were most familiar with and modified it to our febrile mind's content.</p><p></p><p></p><p>But I'm not one of those people. You're arguing with someone who isn't here. </p><p></p><p></p><p>It's a cool picture. It reminds me of both SpongeBob and Gamma World. Which reminds me, which edition of D&D had the rules for mixing in Gamma World? I distinctly recall the D&D AC for powered armor -- was that 1e or 2e?</p><p></p><p>(this is why the idea of doctrinally pure D&D seems ill-supported by the actual text of the game)</p><p></p><p><strong>OT:</strong> I'm warming to the idea of SoD... or a the 4e version of it SSSoD. I realize my biggest issue w/old-school save mechanics is, mechanically-speaking, they're reactions on the part of the character, not the player. Once a save was called for, no action can be taken. There's no room for player input, and therefore, clever play. Clever play is all the <em>avoidance</em> of the save in the first place, and, as several people have admitted, there's a tradition of 'gotcha' play in traditional D&D.</p><p></p><p>I much prefer the idea a PC has 3 rounds before they're fatally converted to statuary, because it gives the player (and group) a chance to <em>do something</em> about it --without requires the group have any foreknowledge of the situation. This suits my "kick-in-the-doors/driving-by-the-seat-of-your-iron-pants" style of play to a tee.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5295012, member: 3887"] Skip to the [b]OT:[/b] if you're interested in the strictly on-topic comments... Let my try to explain where I'm coming from, if you're interesting in hearing... the first long-running game I played in, circa 1984, was an AD&D campaign which used the critical hit tables from Arms Law and ditched Vancian casting in favor of a spell point system (from an issue of the Dragon? White Dwarf?). My impression was everyone was doing that sort of thing back then; customizing the D&D experience to their tastes, stealing from whatever piqued your interest (both mechanics and fluff). My experiences with other campaign bore this out. This *was* old-school gaming. You are misreading me. Or C) you customize the game to your taste. Which is what everyone I knew did back in my day. There was no grail quest for the "ideal game", and no call from doctrinally pure D&D; we took the system we were most familiar with and modified it to our febrile mind's content. But I'm not one of those people. You're arguing with someone who isn't here. It's a cool picture. It reminds me of both SpongeBob and Gamma World. Which reminds me, which edition of D&D had the rules for mixing in Gamma World? I distinctly recall the D&D AC for powered armor -- was that 1e or 2e? (this is why the idea of doctrinally pure D&D seems ill-supported by the actual text of the game) [b]OT:[/b] I'm warming to the idea of SoD... or a the 4e version of it SSSoD. I realize my biggest issue w/old-school save mechanics is, mechanically-speaking, they're reactions on the part of the character, not the player. Once a save was called for, no action can be taken. There's no room for player input, and therefore, clever play. Clever play is all the [i]avoidance[/i] of the save in the first place, and, as several people have admitted, there's a tradition of 'gotcha' play in traditional D&D. I much prefer the idea a PC has 3 rounds before they're fatally converted to statuary, because it gives the player (and group) a chance to [i]do something[/i] about it --without requires the group have any foreknowledge of the situation. This suits my "kick-in-the-doors/driving-by-the-seat-of-your-iron-pants" style of play to a tee. [/QUOTE]
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