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General Tabletop Discussion
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What are your thoughts on the success probabilities of pre-3e versions of D&D?
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<blockquote data-quote="Ralif Redhammer" data-source="post: 8298341" data-attributes="member: 30438"><p>One thing I liked about those older editions (and the retroclones that would follow) is that you sometimes needed to roll high (attacks, saves), sometimes needed to roll low (ability checks). So you wanted to have dice that were truly random. Whereas now, you want dice that roll high, because you're always going to need to roll a high score.</p><p></p><p>Thief skills, ugh! I've grown to hate how they were done, and the middling chance of success that a thief must run the gauntlet of for many levels. Generally speaking, a thief in 1e's purpose was to find and remove traps and scout ahead. When you're terrible at those things, and stay terrible for a while, your role makes it unlikely that you'll survive to get good at those things (see also how a failed poison save generally meant death).</p><p></p><p>Yes, they shouldn't start out good at everything, but they should at least have the option of being passable at one thing (other than climbing walls) - that's why I liked how kits in 2e interfaced with the thief class.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 8298341, member: 30438"] One thing I liked about those older editions (and the retroclones that would follow) is that you sometimes needed to roll high (attacks, saves), sometimes needed to roll low (ability checks). So you wanted to have dice that were truly random. Whereas now, you want dice that roll high, because you're always going to need to roll a high score. Thief skills, ugh! I've grown to hate how they were done, and the middling chance of success that a thief must run the gauntlet of for many levels. Generally speaking, a thief in 1e's purpose was to find and remove traps and scout ahead. When you're terrible at those things, and stay terrible for a while, your role makes it unlikely that you'll survive to get good at those things (see also how a failed poison save generally meant death). Yes, they shouldn't start out good at everything, but they should at least have the option of being passable at one thing (other than climbing walls) - that's why I liked how kits in 2e interfaced with the thief class. [/QUOTE]
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What are your thoughts on the success probabilities of pre-3e versions of D&D?
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