I did a bad thing. When I was looking into Temple of Elemental Evil (the 80s module) I was annoyed that it was a video game and it made it difficult to search for fan-made (i.e. better) maps and notes on how people adapted the module. Then I saw the game was $6. Then I started playing.
Is a relatively faithful adaptation of the third edition rules, making the game run something like those old gold-box games from the TSR era. Its also a relatively faithful adaptation of the module, especially given that the module was designed (as they all kinda were) for DMs to customize them. So I stopped reading the module and focused on the playing the game first. Its pretty good.
Maybe its just because I've avoided video games for much of the past decade (If I got into WoW or something, I'd be a complete recluse), but I got to thinking: these 3.5 rules aren't so bad. And then I wondered what if I like Pathfinder?
As I'm playing with this 5th edition group, I've been realizing that some of what I dislike is play style and some of it is rules. Perception and stealth be damned, but you can use those as you like. Its the style of play that has emerged since third edition though that seems reliant on those skills. Now I'm curious to go back in time and see how some of the World of Darkness games I've played went. Are people constantly rolling perception skills there? Are they more concerned with what's on their sheet than the game they're playing?
I guess the point is that we should probably take each game on its merits, but also that groups and play style can be huge. There are some things that just break the system in 3.5 (wand of cure light wounds..?), but it isn't necessarily an awful system. There's a whole lot of overpowered options for 3.5 (and presumably Pathfinder, just like 4e and such), but overpowered options come as more and more options are added.
Now the trick: how do I get players used to the way I'd like to do things, or train a GM to think the way I want the game to be run? Obviously the DM has the most sway in how things are done at the table. But if I could get players to players but into the notion of only rolling them when its vital to the story, that'll be a game I'm more interested in playing on either side of the screen. I've just been baffled that the guy running this 5th edition game I'm playing keeps having us roll perception checks for just about everything, and sometimes just has us re-roll skills checks when we should have passed them. Its a lot of rolling for what could be easily narrated and then we'd move on to the more fun bits.
I've had this notion that sometimes players operate with sheet blinders: they don't think beyond what's on their sheet. And that probably motivates a lot of "Can I roll Perception?" questions. But playing the video game and comparing it to this new 5th edition group just seems to have reminded me that the rules don't necessarily tell you how best to use them. A lot of games have house-rules sheets, but maybe we need something like game-style sheets as well.
Is a relatively faithful adaptation of the third edition rules, making the game run something like those old gold-box games from the TSR era. Its also a relatively faithful adaptation of the module, especially given that the module was designed (as they all kinda were) for DMs to customize them. So I stopped reading the module and focused on the playing the game first. Its pretty good.
Maybe its just because I've avoided video games for much of the past decade (If I got into WoW or something, I'd be a complete recluse), but I got to thinking: these 3.5 rules aren't so bad. And then I wondered what if I like Pathfinder?
As I'm playing with this 5th edition group, I've been realizing that some of what I dislike is play style and some of it is rules. Perception and stealth be damned, but you can use those as you like. Its the style of play that has emerged since third edition though that seems reliant on those skills. Now I'm curious to go back in time and see how some of the World of Darkness games I've played went. Are people constantly rolling perception skills there? Are they more concerned with what's on their sheet than the game they're playing?
I guess the point is that we should probably take each game on its merits, but also that groups and play style can be huge. There are some things that just break the system in 3.5 (wand of cure light wounds..?), but it isn't necessarily an awful system. There's a whole lot of overpowered options for 3.5 (and presumably Pathfinder, just like 4e and such), but overpowered options come as more and more options are added.
Now the trick: how do I get players used to the way I'd like to do things, or train a GM to think the way I want the game to be run? Obviously the DM has the most sway in how things are done at the table. But if I could get players to players but into the notion of only rolling them when its vital to the story, that'll be a game I'm more interested in playing on either side of the screen. I've just been baffled that the guy running this 5th edition game I'm playing keeps having us roll perception checks for just about everything, and sometimes just has us re-roll skills checks when we should have passed them. Its a lot of rolling for what could be easily narrated and then we'd move on to the more fun bits.
I've had this notion that sometimes players operate with sheet blinders: they don't think beyond what's on their sheet. And that probably motivates a lot of "Can I roll Perception?" questions. But playing the video game and comparing it to this new 5th edition group just seems to have reminded me that the rules don't necessarily tell you how best to use them. A lot of games have house-rules sheets, but maybe we need something like game-style sheets as well.