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<blockquote data-quote="AbdulAlhazred" data-source="post: 7394202" data-attributes="member: 82106"><p>Yeah, I ran in horror from that part of the rules. Even in my most rules-loving youth THAT was a step too far! I mean, I can see how it creates an extreme high risk game to go with the extreme high reward you might generate out of 100% random rolls on the treasure tables. We did use the saves, but only when something 'catastrophic' happened to someone, like they got crushed, burned completely up, or frozen into a block of ice or something. </p><p></p><p></p><p>Well, this may be true. I think my feeling is what you're saying makes sense. You could of course go with 1 square = 1 yard (or meter). Then hallways would be 3 squares wide typically, etc. It wouldn't really break 4e's rules, though you might have to assume a round was 4 seconds vs 6 in order for the movement rates to make sense, and let people jump a little further, etc. </p><p></p><p></p><p>Well, I just started playing at an early enough age that I could memorize the books in a week, lol. And yes, I had (still have) the standard 1e DM screen. Eventually I pasted copies of extra tables all over the illustrations and then pasted 2e stuff over that! its ugly, but its a good 2e reference, and I left a lot of the old 1e DMG tables on there that 2e 'lost'. It was well enough organized for the time period, and not as haphazard as 5e by a long shot. </p><p></p><p></p><p>I think the test part was partly the idea that smart players would FIGURE IT OUT. Dumb ones would just miss all the good treasure.</p><p></p><p></p><p>Depends on what it is they are playing to find out! If its 'play to find out what the map looks like' that's obviously not possible if you already know. If its 'play to find out if the wizard's crazy plan to go 10 miles in 1 hour works' then maybe knowing the map wouldn't matter one way or the other.</p><p></p><p></p><p>The point is, there's no drama to it. From the standpoint of a story about characters, what would normally be CALLED a story, it isn't really relevant. Its either a coin toss, or else you're playing in a game/situation where the players know enough to make fraught choices, ones that speak to their character's core CHARACTER. The former is just a waste of column inches in print, and some unknown amount of time at the table.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7394202, member: 82106"] Yeah, I ran in horror from that part of the rules. Even in my most rules-loving youth THAT was a step too far! I mean, I can see how it creates an extreme high risk game to go with the extreme high reward you might generate out of 100% random rolls on the treasure tables. We did use the saves, but only when something 'catastrophic' happened to someone, like they got crushed, burned completely up, or frozen into a block of ice or something. Well, this may be true. I think my feeling is what you're saying makes sense. You could of course go with 1 square = 1 yard (or meter). Then hallways would be 3 squares wide typically, etc. It wouldn't really break 4e's rules, though you might have to assume a round was 4 seconds vs 6 in order for the movement rates to make sense, and let people jump a little further, etc. Well, I just started playing at an early enough age that I could memorize the books in a week, lol. And yes, I had (still have) the standard 1e DM screen. Eventually I pasted copies of extra tables all over the illustrations and then pasted 2e stuff over that! its ugly, but its a good 2e reference, and I left a lot of the old 1e DMG tables on there that 2e 'lost'. It was well enough organized for the time period, and not as haphazard as 5e by a long shot. I think the test part was partly the idea that smart players would FIGURE IT OUT. Dumb ones would just miss all the good treasure. Depends on what it is they are playing to find out! If its 'play to find out what the map looks like' that's obviously not possible if you already know. If its 'play to find out if the wizard's crazy plan to go 10 miles in 1 hour works' then maybe knowing the map wouldn't matter one way or the other. The point is, there's no drama to it. From the standpoint of a story about characters, what would normally be CALLED a story, it isn't really relevant. Its either a coin toss, or else you're playing in a game/situation where the players know enough to make fraught choices, ones that speak to their character's core CHARACTER. The former is just a waste of column inches in print, and some unknown amount of time at the table. [/QUOTE]
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