Blacky the Blackball wrote:In terms of "roleplaying vs rollplaying", I'm less confident. BECMI D&D doesn't have skills at all, and the RC only has limited skill rules. I don't want to dwell on this (because I'm aware it's being discussed with passion in another thread). While I prefer systems where if you want to search for something you tell the GM where you're looking rather than making a "search roll" or if you want to convince the king to pardon you for your crimes you make your plea to the GM rather than making a "diplomacy roll"; I am aware that such things can be off-putting to new players. While some will love them and jump at them, others will be put off and will prefer to roll the dice for such things like most more modern games do.
Philosopher wrote:Blacky the Blackball wrote:In terms of "roleplaying vs rollplaying", I'm less confident. BECMI D&D doesn't have skills at all, and the RC only has limited skill rules. I don't want to dwell on this (because I'm aware it's being discussed with passion in another thread). While I prefer systems where if you want to search for something you tell the GM where you're looking rather than making a "search roll" or if you want to convince the king to pardon you for your crimes you make your plea to the GM rather than making a "diplomacy roll"; I am aware that such things can be off-putting to new players. While some will love them and jump at them, others will be put off and will prefer to roll the dice for such things like most more modern games do.
This is a good point. Just last night, I was playing Castles & Crusades with my wife. She's not into RPGs the way I am, this is just something we started to do together recently. So she's a newbie. Anyway, C&C doesn't have the skills and such either. By looking at her character sheet, she was able to come up with ideas of what to do based on her listed abilities. Beyond that, she asked me to give her more suggestions about what to do. While we can say that players should just try to get into the role and imagine what they would do, it's not just the rules that she's unfamiliar with, but also the basic genre. In the end, it all worked out, but only because I was able to give her concrete suggestions about what options her character had.
Blacky the Blackball wrote:
While it might be good for new players to be able to see the list of skills and therefore what they can't do, there's an inherent implication there that if their character doesn't have a particular skill (or if there simply isn't a skill for a particular activity) then they can't try to do it. Feats and 4e style powers are the same. If there's a feat for 'X' then the implication (rightly or wrongly) is that if you don't have the feat you can't do 'X').
In a skill light or skill free game like BECMI, that conceptual limit is less strong.
That's why I made a deliberate effort in Dark Dungeons to emphasise that no skill was an all or nothing proposition. If you have a skill then you might be better at doing something, but you can always have a go at anything even without a skill in it (except for very specialised class features, of course - but they're the exception rather than the norm).
Havard wrote:I have never seen skills in this way. Quite the opposite. Games that have rules for combat, but no rules for anything else sends the message that this game is about combat. Anything else is less important.
For me it is the edition of D&D that is closest to perfection.
cab wrote:You want to tell a kid who has a great idea for, say, a thief character that he'll be starting out at first level and that, odds are, first time he gets stabbed with a sword he'll die? Or, say, his idea for a warrior is great, but if he gets knifed up twice by a kobold he'll almost certainly be dead?
It is, in my opinion, a fantastic game for learning RPGs with (the Mentzer edition boxed basic set did this better than any game before or since!). The 'iron man' first level PC churn thats likely though... Ain't what gaming is about now.
agathokles wrote:Uhm, we all survived that, didn't we? And we likely used Basic Set only, where you didn't have "death's door" rules like in RC, or even Raise Dead... and worse of all, we only had level 1, 2 and 3!
That said, nothing prevents you from starting with level 2 characters, if you don't think first level gaming is appropriate for kids, or from using the RC death's door rule, or having PCs start with maximum hit points at first level, or any other strategy used in this case.
cab wrote:All entirely true... But we got through dying in droves (my first PC headed to cave A in the Caves of Chaos, a Kobold jumped out from behind a bush and knifed him to death before he even got down his first hole!), its easy for us to look back and say 'yeah, its awesome!'. The style of gaming kids seem to favour now isn't that one, and you can't expect them to instantly pick up on the fact that you can start at 2nd or 3rd level.
I just wonder whether an intro to BECMI/RC should actually start at level 2 or 3.
cab wrote:You want to tell a kid who has a great idea for, say, a thief character that he'll be starting out at first level and that, odds are, first time he gets stabbed with a sword he'll die? Or, say, his idea for a warrior is great, but if he gets knifed up twice by a kobold he'll almost certainly be dead?
rabindranath72 wrote:I have had good experiences with the Dragon Age game. It retains most of Classic D&D fundamental elements: few choices, random and easy character creation (though not as easy as Basic D&D), very few rules, lots of GM freedom in adjudicating. At the same time, it offers quite dynamic combat rules without needing maps, and character death even in 1st level PCs is somewhat harder.
I think a re-design of Basic D&D along the above guidelines could provide a new entry-level game for the new generations. What 4e should have been, really.
agathokles wrote:rabindranath72 wrote:I have had good experiences with the Dragon Age game. It retains most of Classic D&D fundamental elements: few choices, random and easy character creation (though not as easy as Basic D&D), very few rules, lots of GM freedom in adjudicating. At the same time, it offers quite dynamic combat rules without needing maps, and character death even in 1st level PCs is somewhat harder.
I think a re-design of Basic D&D along the above guidelines could provide a new entry-level game for the new generations. What 4e should have been, really.
One of my friends bought Dragon Age, and I'm looking forward to try it out -- the rules look good on paper. However, it is not yet clear whether the game will have the flexibility and ease of customization of OD&D -- it's a bit too early to say, as only the Basic Set-equivalent is available. If it does, then it will certainly be a strong contender.
GP
cab wrote:All entirely true... But we got through dying in droves (my first PC headed to cave A in the Caves of Chaos, a Kobold jumped out from behind a bush and knifed him to death before he even got down his first hole!), its easy for us to look back and say 'yeah, its awesome!'. The style of gaming kids seem to favour now isn't that one, and you can't expect them to instantly pick up on the fact that you can start at 2nd or 3rd level.
I just wonder whether an intro to BECMI/RC should actually start at level 2 or 3.
Havard wrote:To be honest, I have never cared for the frequent PC death type games. They seem like turning D&D into a kind of snakes and ladders type game, which I have no interest in. Starting at 3rd level is possible. Another option is the "20 hp kicker" used in Hackmaster, where 1st level characters get an extra 20 hp, which are not recovered when lost. They simply help for staying alive through the first dungeon.
Havard
Havard wrote:Back to the main topic:
BECMI is:
* Quick and easy to learn for both players and the DM
* features fast paced combat
* Low prep-time
* Does not require miniatures
* Has enough rules to make sure that the players aren't slaves to the DM's whim (a problem with true rules-light systems)
* Is simple enough to keep rules-lawyers and min-maxers out of a job.
* All the rules, monsters, treasure and adventure ideas you will need in one single book (RC)
* A somewhat limited number of spells, meaning the DM can actually manage to learn them all (How they work, not to cast them in real life, lol!)
* layered complexity, with optional rules like weapon mastery and general skills so you can determine how many rules you need for your game.
* 36 levels of fun, plus another 36 of Immortal play!
* Guidelines for widening the scope from Dungeon Crawls to wilderness adventures, to Dominions, planar adventures and questing for Immortality.
For me it is the edition of D&D that is closest to perfection.
Havard
Bonetti wrote:Rabindrath72: I'm not familiar with those rules. Would you be so kind as to summarize them? Thanks!
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