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TSR to WoTC shift--OR--the de-prioritization on Exploration spells/classes
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<blockquote data-quote="James Gasik" data-source="post: 8853702" data-attributes="member: 6877472"><p>I mean, technically? You could set off a trap with 10' poles, and use Dwarves or magic to find certain traps. But the ability to open locked doors? Here's what the AD&D DMG has to say:</p><p></p><p>[ATTACH=full]269265[/ATTACH]</p><p>Just so we're clear, rolling a 1 on three 6-sided dice is a 0.463% chance. Yeah I'm going to go with "a Thief is needed to pick locks for a thousand". </p><p></p><p>Silent movement is impossible, the AD&D PHB makes it clear that characters always attract noise; Thieves alone can move silently. Characters can, however, listen for noises.</p><p></p><p>As for climbing, well, it took until the Dungeoneer's Survival Guide for it to be clarified that all characters have a base climbing chance of 40%; if you didn't own that book, I have no idea how you were meant to decide if non-Thieves could climb at all!</p><p></p><p>*Yeah, rope was in the PHB, but it wasn't described how it worked; again, the DSG clarifies that "rope and wall" adds +40% to your climb chance. And of course, like any other AD&D-ism, if you fail your climbing check, you can <strong>never </strong>climb that wall.</p></blockquote><p></p>
[QUOTE="James Gasik, post: 8853702, member: 6877472"] I mean, technically? You could set off a trap with 10' poles, and use Dwarves or magic to find certain traps. But the ability to open locked doors? Here's what the AD&D DMG has to say: [ATTACH type="full" alt="1eDoors.jpg"]269265[/ATTACH] Just so we're clear, rolling a 1 on three 6-sided dice is a 0.463% chance. Yeah I'm going to go with "a Thief is needed to pick locks for a thousand". Silent movement is impossible, the AD&D PHB makes it clear that characters always attract noise; Thieves alone can move silently. Characters can, however, listen for noises. As for climbing, well, it took until the Dungeoneer's Survival Guide for it to be clarified that all characters have a base climbing chance of 40%; if you didn't own that book, I have no idea how you were meant to decide if non-Thieves could climb at all! *Yeah, rope was in the PHB, but it wasn't described how it worked; again, the DSG clarifies that "rope and wall" adds +40% to your climb chance. And of course, like any other AD&D-ism, if you fail your climbing check, you can [B]never [/B]climb that wall. [/QUOTE]
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