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What dice rolls are necessary for old school play?

Started by soviet, January 21, 2013, 04:24:55 PM

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smiorgan

The true OLD SCHOOL experience is to roll 3d6 for six attributes, in sequence. None of your roll four dice and keep the best three, or moving points back and forth. Just 6 x 3d6. This is the very essence of OLD SCHOOL.

Which means that in order to be really OLD SCHOOL, you must maximise character generation. This means you SAVE VS DEATH whenever you do anything, including going upstairs. Or downstairs. Hey, I'm not some rules lawyer. The DM chooses.

And if you go into the kitchen, or landing, or library, or garden shed, or bathroom, you roll wandering monsters. If you roll goblins you DIE, roll another character. If you roll zombies, you DIE, roll another character. If you roll giraffes, you DIE TWICE, roll another character, who DIES, then roll another character.

If you're not grinding through a tree's worth of character sheets in a session you are NOT PLAYING HARD ENOUGH.

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RPGPundit

Quote from: Phillip;623289or for a planet-slamming asteroid to wipe out all the characters in the campaign? If not, then don't roll for it!

As a matter of fact I had that exact thing happen to me the one time I played Rolemaster, ever, in what could arguably be called "old school" days.  And everyone thought it was fucking retarded and terrible GMing. So no, I don't think "roll for everything" was ever a standard of old-school play.

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