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<blockquote data-quote="Saeviomagy" data-source="post: 1697929" data-attributes="member: 5890"><p>Which is entirely possible.</p><p></p><p>Also included in the 2nd ed rules, was the idea that on a certain 'level' in the dungeon, you'd meet a certain power level of critter. This was a big concept of the game - if you didn't go to an inappropriate 'level' of the dungeon before you were ready, you'd mostly face critters that you could defeat. In fact I seem to recall Gary (although it could be another ultra-old-school DM) boasting that he'd tricked players into going down a level in a dungeon without realising it, and therefore they'd meet tougher creatures. As if that was the only way to make them face tougher creatures...</p><p></p><p>Overland travel encounters tended to be much wider ranging in power level, but with a much better chance of avoidance. Add to that the fact that metagame knowledge of the monsters in the game was expected, that there were no stats for monsters to spot you, and in practice, encounters WERE around party level.</p><p></p><p>You might want to change (or at least consider) the spells which only affect 'humanoids' then. Otherwise (for instance), charm person doesn't work on them, and there is no enlarge spell which will work on them.</p><p></p><p>There are no rules involved with this - it's purely flavour consideration.</p><p></p><p>See above.</p><p></p><p>Error, incomplete information</p><p></p><p>Zero impact.</p><p></p><p>Stat them sensibly, and you've no problems</p><p></p><p>Depends what spells, and what you mean.</p><p></p><p></p><p>Really, you've given us nothing to work on. I suggest you pick a change, think through what you want out of it, and then make the change so it does two of the following three:</p><p></p><p>1. Makes the game simpler</p><p>2. Makes the game more 'realistic' - that is, it conforms to the reality you have imagined.</p><p>3. Makes the game more fun.</p><p></p><p>As an example - banning items or weapons fails on point number 3, but succeeds on points 1 and 2.</p><p></p><p>So far, making gnomes and elves into fey fails points 1 and 3 - fey aren't inherently more fun than humanoids, and making players of them remember what the 'fey' type does is making the game a bit more complex.</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 1697929, member: 5890"] Which is entirely possible. Also included in the 2nd ed rules, was the idea that on a certain 'level' in the dungeon, you'd meet a certain power level of critter. This was a big concept of the game - if you didn't go to an inappropriate 'level' of the dungeon before you were ready, you'd mostly face critters that you could defeat. In fact I seem to recall Gary (although it could be another ultra-old-school DM) boasting that he'd tricked players into going down a level in a dungeon without realising it, and therefore they'd meet tougher creatures. As if that was the only way to make them face tougher creatures... Overland travel encounters tended to be much wider ranging in power level, but with a much better chance of avoidance. Add to that the fact that metagame knowledge of the monsters in the game was expected, that there were no stats for monsters to spot you, and in practice, encounters WERE around party level. You might want to change (or at least consider) the spells which only affect 'humanoids' then. Otherwise (for instance), charm person doesn't work on them, and there is no enlarge spell which will work on them. There are no rules involved with this - it's purely flavour consideration. See above. Error, incomplete information Zero impact. Stat them sensibly, and you've no problems Depends what spells, and what you mean. Really, you've given us nothing to work on. I suggest you pick a change, think through what you want out of it, and then make the change so it does two of the following three: 1. Makes the game simpler 2. Makes the game more 'realistic' - that is, it conforms to the reality you have imagined. 3. Makes the game more fun. As an example - banning items or weapons fails on point number 3, but succeeds on points 1 and 2. So far, making gnomes and elves into fey fails points 1 and 3 - fey aren't inherently more fun than humanoids, and making players of them remember what the 'fey' type does is making the game a bit more complex. [/QUOTE]
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