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Pen & Paper Roleplaying Central => Pen and Paper Roleplaying Games (RPGs) Discussion => Topic started by: Calithena on June 28, 2007, 08:31:58 PM

Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Calithena on June 28, 2007, 08:31:58 PM
The big one is encounter tables, obviously.

Does the updated 3.5 MM have the monster design rules (as far as standard damages for bites/claws etc. by size, feats/skills by HD, etc.) that were first put out in the Skip Williams article and the MMII and FF prefaces? Can you build a monster from scratch using the rules there?

Those are the only two I can think of. Is there anything else that's missing?
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: jdrakeh on June 28, 2007, 08:43:10 PM
Quote from: CalithenaThe big one is encounter tables, obviously.

Eh, these can be found in plenty (if not most of) the monster supplements.

QuoteDoes the updated 3.5 MM have the monster design rules (as far as standard damages for bites/claws etc. by size, feats/skills by HD, etc.) that were first put out in the Skip Williams article and the MMII and FF prefaces? Can you build a monster from scratch using the rules there?

It has some rules, yes, though they aren't quite as focused as those that you mention.
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Akrasia on June 28, 2007, 08:44:39 PM
Man ... where to even begin?  :(
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Akrasia on June 28, 2007, 08:53:28 PM
Okay ... that post was snarky and not helpful.  Sorry. :deflated:

I'm too tired to think about this now, and the next week is going to be busy for me (off to Amsterdam on Sunday for 'business').

But a crude answer would be: 3e doesn't really 'lack' anything for 'old-school adventures'.  Rather it has too much for 'old-school' adventures (in terms of rules and default assumptions).  Also, there is a default assumption that PCs should live.  This is somewhat different from Original/Basic/1eAD&D.

However, it is certainly possible to run 'old-school' style adventures with 3e, if you mash things up a bit.  I did it in two 3e campaigns.  (The key is to end the campaign long before the PCs reach level 10.  And ignore the 3e assumptions about magic items.  And cut experience rewards by half.)

Ummm ... other stuff ... :tired:
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Calithena on June 28, 2007, 08:55:43 PM
QuoteIt has some rules, yes, though they aren't quite as focused as those that you mention.

Can I build a monster according to the rules with the material in the core books or not?

QuoteEh, these can be found in plenty (if not most of) the monster supplements.

Not buying that. Core only. I'm keeping my 1e DMG, Judges Guild Ready Ref Sheets, Midkemia Cities, and Free City of Haven/Shadows on the Labyrinth supplements to make up the gap. It's not a game without standard random encounter tables, there's no guidance for what to do in the wilderness or the city.
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: jdrakeh on June 28, 2007, 09:42:00 PM
Quote from: CalithenaCan I build a monster according to the rules with the material in the core books or not?

Well, yes, though it requires some handwaving. Much as building monsters in earlier editions did. The difference is in where that handwaving takes place. In AD&D, you had lists of basic damages, etc but no unified system for staging up (or down) creature size and hit dice, nor templates for modifying existing creatures to behave differently and or become different things.

In D&D 3.5, you pretty much have the exact opposite. In D&D 3.5, it's up to you to provide damage ratings, though rules are provided for staging up and down hit dice according to creature size and, as all armor works on the same scale in D&D 3x, you can use the basic rules for that as presented in the PHB. Likewise, many templates are provided that allow you to create (ostensibly) hundreds of variations thereof with just the core rules.

So, yes, it's possible to create creatures using just the core rules. The downside is that the rules provide a lot of nifty stuff that was totally ignored in AD&D, while simultaneously jettisoning rules for useful things that were covered in AD&D. I wish they would have brought in the new while keeping the old.

QuoteIt's not a game without standard random encounter tables, there's no guidance for what to do in the wilderness or the city.

Okay, then, you may want to look at the random encounter tables in the D&D 3.5 DMG.
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: James McMurray on June 28, 2007, 10:08:56 PM
I've converted and run tons of old adventures in 3.0 and 3.5, ranging from Keep on the Borderlands to Mordenkainen's Fantastic Adventure, to Return to the Tomb of Horrors, to the Bloodstone trilogy. In my experience 3.x has everything you need to run an old school adventure, whether you're converting or going on the fly.
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: jdrakeh on June 28, 2007, 11:12:39 PM
Quote from: James McMurrayI've converted and run tons of old adventures in 3.0 and 3.5, ranging from Keep on the Borderlands to Mordenkainen's Fantastic Adventure, to Return to the Tomb of Horrors, to the Bloodstone trilogy. In my experience 3.x has everything you need to run an old school adventure, whether you're converting or going on the fly.

Ironically, I'm actually buying Return to the Tomb of Horrors from Cal this payday, specifically to convert it to 3.5 as a sequel to the ToH redux :)
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: estar on June 29, 2007, 01:28:43 AM
plot, setting, and attitude to rules determine old school in my opinion. The actual rule set can factor in getting people to play in the first place (people like to play what they know). But the three are what really makes old school, old school.
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Sosthenes on June 29, 2007, 03:05:55 AM
Neat essay on Enworld (http://www.enworld.org/showpost.php?p=3605137http://www.enworld.org/showpost.php?p=3605137&postcount=30)
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Settembrini on June 29, 2007, 03:07:08 AM
I told you so before:

1) no morale rules
2) no retreat option
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: RPGPundit on June 29, 2007, 03:27:02 AM
Shitloads of random tables, and faster character creation rules.

RPGPundit
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Sosthenes on June 29, 2007, 04:05:16 AM
Ditch the following:
Prestige Classes
Item Creation Feats
Complete XXXX
Challenge Ratings
XPs for defeating monsters
Full hit points at first level
Spontaneous healing for clerics
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Calithena on June 29, 2007, 07:37:50 AM
I was there for the old days, so I know what the feel is, I just need some rules.

Sett, point taken on morale, should be easy to cobble something together though. The rules from the D&D minis game (will save at half hit points) wouldn't be a bad sort of ad hoc thing. You could make PCs do it too... :devil:

I don't understand what the retrreat problem is though. You take an AoO and run for it, what's the big deal? I suppose someone with equal or better movement can always screw you on this in a 1 on 1 fight (in a group it's often sufficient), but maybe a 'running roll' to boost movement or opposed running contest with modifiers for different base movement rates could take care of the chase situation?

That link has one heavily underutilized piece of advice:

Quote9) Make them explore hex by hex to find places, making a map as they go.
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Abyssal Maw on June 29, 2007, 08:08:49 AM
Quote from: SosthenesDitch the following:
Prestige Classes
Item Creation Feats
Complete XXXX
Challenge Ratings
XPs for defeating monsters
Full hit points at first level
Spontaneous healing for clerics

Those are some of the best things about D&D, though. Ditch those things? That's terrible advice.
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Abyssal Maw on June 29, 2007, 08:14:02 AM
The only reliable way to make it more like what I consider 'old school' (Not sure I like that term..) is quite simple:

De-emphasize acting and performance.
  - this isn't to say players won't do it anyway. Even in the very earliest roleplaying games, people clearly spoke in character every once in a while. But simply remove the idea that they have to or should strive to, or should feel bad when they aren't doing it.

Re-Emphasize player skill and gamesmanship.
  - It's a game, treat it as one.
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Sosthenes on June 29, 2007, 08:35:47 AM
Quote from: Abyssal MawThose are some of the best things about D&D, though. Ditch those things? That's terrible advice.

Well, good if you like them, but we're talking about "old-shool" gaming, from which the points listed clerly deviate. It seems we have different concepts about that one.
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: James McMurray on June 29, 2007, 11:03:30 AM
Quote from: jdrakehIronically, I'm actually buying Return to the Tomb of Horrors from Cal this payday, specifically to convert it to 3.5 as a sequel to the ToH redux :)

If you follow the 3.x philosophy that poisons and traps are never instant death it runs really well. It's still a meat grinder, with PCs dying left and right, but at that high level they'll be coming back soon anyway. I ran it as a follow-up to some home brewed stuff that had been a follow-up to Dragon Mountain (a mountain they barely stepped foot in during the entire campaign).

My group made it all the way to the final battle with Acererak during his Apotheosis and had a TPK when they were about 20 damage away from destroying the phylactery. They'd have made it if we were playing 3.5 instead of 3.0, because of the way they toned down the rules on vorpal weapons.

The next time I run D&D you can bet it'll be in a dark future where the negative material plane is alive and hungry. :)
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: enelson on June 29, 2007, 12:47:18 PM
It's hard  to  impart an old-school feel when playing 3.5.

With 3.5, there is a rule for everything and gamers will use those rules if it provides them benefit.

Whereas back in the day, you might say, "Make a Dex roll to climb that rope." In 3.5, you check the climb section to  determine the DC. Then, if the character has any skill synergies, you apply those as a bonus and then if the equipment is of master quality another bonus applies. A lot of detail is offered and will be exploited by players.

Another thing I noticed is finding secret doors. Maybe it was just the way we played but we would describe what we are doing to find a secret door; "I carefully look at the wall, searching for a crack or pull the torch holder to see it anything happens." The DM may either say it opens or rolls a d6. In 3.5, you make a Search roll. The search roll is for every 10 ft. You need to check the Search section to determine the DC.

None of the above are deal breakers but 3.5 is a different mindset and hard, in my opinion, to play old school. If you want to ignore the many rulesin 3.5,  that's fine but then you are not playing to the strengths of 3.5 (detail and power gaming).

My friends have a fine time playing 3.5 but they all enjoy the min-max of character builds and the power gaming aspect during play.

You will undoubtably have fun but it may not be "old-school" as you  remember it.
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: flyingmice on June 29, 2007, 01:07:15 PM
Quote from: enelsonIt's hard  to  impart an old-school feel when playing 3.5.

With 3.5, there is a rule for everything and gamers will use those rules if it provides them benefit.

Whereas back in the day, you might say, "Make a Dex roll to climb that rope." In 3.5, you check the climb section to  determine the DC. Then, if the character has any skill synergies, you apply those as a bonus and then if the equipment is of master quality another bonus applies. A lot of detail is offered and will be exploited by players.

Another thing I noticed is finding secret doors. Maybe it was just the way we played but we would describe what we are doing to find a secret door; "I carefully look at the wall, searching for a crack or pull the torch holder to see it anything happens." The DM may either say it opens or rolls a d6. In 3.5, you make a Search roll. The search roll is for every 10 ft. You need to check the Search section to determine the DC.

None of the above are deal breakers but 3.5 is a different mindset and hard, in my opinion, to play old school. If you want to ignore the many rulesin 3.5,  that's fine but then you are not playing to the strengths of 3.5 (detail and power gaming).

My friends have a fine time playing 3.5 but they all enjoy the min-max of character builds and the power gaming aspect during play.

You will undoubtably have fun but it may not be "old-school" as you  remember it.

You've certainly nailed my take on it. :D

-clash
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Pseudoephedrine on June 29, 2007, 01:10:52 PM
The best place to start is to identify what you mean by "old school".
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Calithena on June 29, 2007, 01:28:37 PM
I think the detailed system is more flexible in play than some people are giving it credit for. In particular, if you're not anal about DCs and untrained checks, except for specialist stuff, and you adopt a 'say yes or roll' principle to smooth over bottlenecks, that stuff can be handled OK.

As to the incentivizing of powergaming and support for it, I totally agree, and I've decided I can live with it. Mainly by restricting multiclassing and race choice and substituting campaign-focused prestige classes and feats for the endless proliferation of splatbooks.

I guess what I really want to know is what support is missing for

1) making up my own monsters
2) randomly rolling encounters, map structures, dungeons, treasures, etc.

and then anything else you guys can think of.

I guess I should say that the kind of campaign I have in mind is this: limited map, limited information about the home culture, limited choices of race and class; then gradually expanding things as the players move out of their home base and explore the world.

So, support for making it up as you go, is what I'm looking for. Forget old-school (though it's always fun to argue about), just useful things for GM improvisation and default environments that haven't been detailed in advance.
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Abyssal Maw on June 29, 2007, 01:31:18 PM
Quote from: Calithena1) making up my own monsters
2) randomly rolling encounters, map structures, dungeons, treasures, etc.

Ther'es plenty of support for these two things if that's what you are interested in. Although, just as in the old days, it's not exactly a science. And monster-building is much more complex than it ever was in the past. (So maybe monster building kinda is a science now, whereas it wasn't before).

I may do some articles about it. I love makin' monsters.
Title: What is missing from 3.5 in terms of running old-school adventures?
Post by: Sosthenes on June 29, 2007, 01:38:30 PM
I'm not a big fan of random stuff and have never regarded this as a hallmark of old school gaming, but even so, a "mad lib" style of randomness is probably a good idea if you want to go that way.

"The players discover a ________ _______ where a ___adjective___ ________ is _______ a(n) ___
(e.g. "The players discover a purple yacht, where an undeath slime-monster is torturing a elven golem")

Of course you've got to have a d00 table for each entry, or it wouldn't be True Scientific Realism.

Note: For added convenience, make it a "