Samuel Leming
First Post
If everybody, players & DM, are on the same page with that, I’d be surprised if anyone in that game would be interested in playing 1st edition style.pemerton said:Also, in a system in which character build is a big element, and players have carefully optimised every skill point, it can become a matter of contention among the players if it is possible to get the in-game benefits of those skill ranks without having to pay the metagame price of allocating one's skill points to them.
If a player says his character turns over the plate that the DM has decided has a map stuck to it does that character need to make a Search check to find it? A matter of group style I suppose.
I think this has more to do with player preferences than on the system. The more robust skill & feat systems of 3.x is an advance for traditional simulation as well as for a game where players just optimize their characters for encounters.pemerton said:It's for this reason that I think 3E can be hard to marry with a 1st ed approach to play, in which the emphasis is on player ingenuity in response to the situation, rather than a mastery of the game's action resolution mechanics.
It’s certainly possible to play a less meta-gamed and more simulation/‘being there’ game in 3.x where character progression is more organic and molded to what’s going on in the game world.pemerton said:There is a difference between the feel of the module - what Reynard calls "tone" in the quote above - and the nature of the play experience. System is not just window dressing - White Plume Mountain played in 1st ed AD&D will be very different to the same module played in RM2, for example, just because the latter contains a complete skill system. This encourages players to look for solutions based on their characters' in-game abilities, and thus brings into play the character build and action resolution aspects of the game - whereas in AD&D, in which the action resolution and character build rules speak to only the most basic of in-game challenges, it will mostly be the players themselves trying to come up with ingenious solutions.
You don’t have to go out to space to include traps and puzzles in your game that require a bit of player planning before they start making rolls.pemerton said:It is of course possible to design a 3E module which deliberately sets out to bypass the character build and action resolution rules (eg by involving the vacuum of space, which very few skills or character abilities pertain to). But if this is what you want to do on a regular basis, why would you be using 3E as your system of choice - why not use a system where character build and action resolution mechanics don't loom so large?
I think what you’re talking about is a group that’s already happy with their style of play and isn’t really part of the Necromancer target audience.
Sam