kersus
Junior Member
Toying With Destruction
Posts: 67
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Post by kersus on Jul 10, 2009 6:19:46 GMT -5
I understand why you'd have alternate methods for some mechanics like a choice between universal 2d6 or a more diverse/dynamic usage of percentile and such. I don't plan on using the universal method, but I understand it.
What I wonder is why you went from the cool old-school modifier tables for the Abilities, toward a unified D&D 3e- like modifier? Surely to-hit, damage, etc. would be different than a basic check modifier? Why remove one of the usages, when you could just make one way the default method, and the other an optional method?
Also, kudos for the monsters added in Monstrous Mayhem. I was thrilled to see some great additions to the monster list for the game. Those alone with the cantrips and the Ranger were well worth it - plus all of the other added material.
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Post by Jason Vey on Jul 10, 2009 6:57:05 GMT -5
Actually, the modifiers are more like Moldvay D&D than 3.x D&D, but we had overwhelming requests--yes, even amongst the old school community--to remove the anachronistic % stuff and go with a more streamlined mechanic. I'm a fan of unified task resolution myself, and if we wanted a system that was going to work universally, beyond just swords and sorcery, some evolutions were going to have to take place.
Sorry you were disappointed at the removal of % usage in certain situations, though.
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kersus
Junior Member
Toying With Destruction
Posts: 67
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Post by kersus on Jul 10, 2009 18:49:09 GMT -5
It isn't just the %, but much more the standard modifiers for the Abilities. That concept never really clicked for me. It's cool since I have one of the older ones with the tables instead of the unified mod. I can see putting the Con save modifier into the basic ability check mod table, but the reaction, to hit, damage and such just don't feel right in those spots for me. I do like the percentile/2d6 optional methods for things. I think these were cases where the original will be better than the altered. That said, it's your game and you want it to feel right to you, and you can't please everyone. It's just how I feel, so I'm happy to have the older edition book and will be pencilling those things into the other books. I guess partially I'm responding to those who feel the later editions were the real system and the early was sort've damaged. It seems ironic since the early edition had more options. I mean anyone could easily just have said - I'm using the unified modifier thing with the older edition, but if I just had the later edition - I'd be stuck with making up my own rules and playtesting them to get the old-school feel I wanted. Sometimes it's good to get in early Anyhow, much will depend on my mid-August playtest.
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