soviet
Hero
are you sure you haven't already done it?As a complete tangent, I kind of want to make a statblock for "quantum ogres".
are you sure you haven't already done it?As a complete tangent, I kind of want to make a statblock for "quantum ogres".
Well, I know how fast the ogres are going, but not where they are.are you sure you haven't already done it?
He did, but then he hid it in a box with a live cat (at least it might have been alive).are you sure you haven't already done it?
I understand that everything varied considerably in those days.![]()
Though I also remember being struck by an early article on languages and their use on OD&D which I first read in Best of Dragon vol. 1.
There were a lot of languages, and if they let you negotiate with monsters you otherwise couldn't do so with, that's pretty handy.
Yeah, but it's a mechanic.![]()
I've certainly encountered DMs who wanted to limit player choices based on character Int. A better way to go, IMO, is to reward the high-Int characters with hints on puzzles and such, which I've also seen.
Greyhawk did add a bunch more mechanics to ability scores in 1975, for sure.
The problem with that is getting a group of more than five players (including the GM) together to play on the regular. Five is hard enough. Six or seven is mythical.
'Make an INT check' was surely a more common thing than in the post 3e world, and being a d20 roll under meant that having a few points more than someone else made a genuine difference to the odds.
If "difficulty" also means "risk" then I'm all for it. That could mean just the difficulty, if you have to give up your action to use it. (Increased chance of wasted turn.). But if it's, say, something you just add on to your regular attack, then increasing the difficulty isn't really much of a trade-off.
In general I think a red flag signaling potentially poor design is if players say, "Sure, why not try? Can't hurt?" (For example, "Can I roll, too?")
N.B.: the other factor I forgot to mention that I think is critical to making combat fun is some form of action economy: you get to do something on your turn, but you'd better make a good choice because then the environment gets to take its own turn. And the environment does not like you.
As a complete tangent, I kind of want to make a statblock for "quantum ogres".
Right, it's damning with faint praise. So I don't think it's a worthwhile objective to try to make skills be as exciting as combat was in OD&D.
And it really doesn't take much to make it feel like your choices matter in combat. Some basic movement and position, cover, a couple different choices other than "I swing my sword" and it can be pretty fun. (One of the many reasons I tired of The One Ring is that combat was just too repetitive.)
You keep saying it can be done ("it" being to design a general purpose skill system that is like a halfway decent combat system, where player choices matter). So...where is it? Who has done it?

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