Ummm - only four party member? Dude, how are you going to get past the first room with that anemic group. Mimimum make-up is 5. 1 M/U, 1 Th, 1 Clr, 1 Ftr and 1 more Ftr or Clr to add REAR GUARD! That Wizard is toast if he is always last, first monster that ambushes them and the M/U gets served on biscotti with jelly.Alzrius said:<SNIP>
Party order should always consist of the thief up front to check for traps, then the fighter for when the monsters appear, then the cleric to lend support and healing, and the mage in back of the others so he can cast his spells without being threatened.
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Thanks - I'd kiss you, but I'm allergic to mushrooms.Mycanid said:Hmm ... I think Thunderfoot's summary has been closest to my gaming experience of old so far.![]()
PapersAndPaychecks said:My opinion about the characteristics of an old school game:
1. The role of a DM is NOT to tell a story to his or her players. The DM provides an interesting and challenging environment for the players to explore and then administers that environment impartially. Players ought to be able to create a character-driven, interactive story from these raw materials, and neither the players nor the GM can tell where the story is headed.
2. Characters are disposable; it's easy to roll up a new one. All they've normally got in terms of personality, at level 1, is a name... it might be worth investing effort in some background if they live to higher level.
3. Some monster attacks are basically incurable. Undead drain levels and getting them back is a major problem (requiring the help of an 18th level cleric of a Greater God with 18 wisdom who ages several years, irrecoverably, each time he or she cases restoration).
4. Many of the things you meet are poisonous. Poison kills you two times out of three regardless of how many hp you have. Other things turn you to stone, rust your gear or otherwise seriously ruin your day.
5. Killing things gets you XP but taking their stuff gets you three times as much XP. Sensible players avoid fighting.
6. Players aren't heroes. They might become heroes if they win, but the game isn't about players and they aren't entitled to succeed.
7. Imprudence gets you killed.
8. Prudence gets you killed too, but, less often.
9. Traps kill you. Sometimes you get a save, sometimes not.
10. BBEGs are optional.
PapersAndPaychecks said:My opinion about the characteristics of an old school game:
1. The role of a DM is NOT to tell a story to his or her players. The DM provides an interesting and challenging environment for the players to explore and then administers that environment impartially. Players ought to be able to create a character-driven, interactive story from these raw materials, and neither the players nor the GM can tell where the story is headed.
2. Characters are disposable; it's easy to roll up a new one. All they've normally got in terms of personality, at level 1, is a name... it might be worth investing effort in some background if they live to higher level.
3. Some monster attacks are basically incurable. Undead drain levels and getting them back is a major problem (requiring the help of an 18th level cleric of a Greater God with 18 wisdom who ages several years, irrecoverably, each time he or she cases restoration).
4. Many of the things you meet are poisonous. Poison kills you two times out of three regardless of how many hp you have. Other things turn you to stone, rust your gear or otherwise seriously ruin your day.
7. Imprudence gets you killed.
8. Prudence gets you killed too, but, less often.
9. Traps kill you. Sometimes you get a save, sometimes not.
Thunderfoot said:Thanks - I'd kiss you, but I'm allergic to mushrooms.![]()


(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.