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Re: Half-Orcs Exceptional Strength

Posted: Thu Feb 02, 2012 8:29 pm
by Matthew
Eye of the Beholder wrote: I thought that were the DMG expanded on material absent from the PHB, or changed it, that it was generally accepted that the DMG trumps? Like detect evil for paladins? :wink:

I haven't been consistent in applying age modifiers myself, so I am playing devils advocate a bit.
Right, but the question remains open as to what material in the PHB and DMG is optional and what is the "core structure" meant to be carried over between campaign milieux. One interesting thing about expanded spell details (and other material in the DMG) is that it is not intended to be generally available to the players at the outset of the campaign. In some ways this allows them to experience the game as Gygax and crew did, as a gradually unfolding and emergent system. Magic is a great example, because by withholding details (intentionally or unintentionally) the spells become a little bit unpredictable. Very confusing for players who do not know ahead of time whether orcs are evil for detect evil not to register, then know alignment to reveal that the other spell does not quite work the way that they thought! Age modifiers, on the other hand, strike me as extraneous material with only a semi-emergent character, in that it affects players when they turn up to the table, perhaps even after character generation is seemingly complete.

Re: Half-Orcs Exceptional Strength

Posted: Mon Feb 13, 2012 6:39 pm
by genghisdon
T. Foster wrote:
genghisdon wrote:If you have a troglodyte DM that plays 1e without age mods
Always such a charmer...
Always? aw, shucks :)

I'll dismiss those not applying aging mods as not playing BTB on the matter, and be correct. I also believe that AD&D is a better game for having the score bumps, as gimped str mods can really benefit from an easy +1. It helps put STR benefits in line with the other attributes effects. +1 Con for most characters (& all new L1 ones) is a nice little survival bonus built into the game also.

All that said, there isn't anything inheirantly wrong with playing house ruled games; I certainly do so myself, though in other areas. Players with Troglodyte DM's (hello deathsdj :P ) can still have fun, though I think it must be IN SPITE of a poor decision by the DM on aging/ability scores.

Re: Half-Orcs Exceptional Strength

Posted: Mon Feb 13, 2012 8:37 pm
by deathsdj
Well in all fairness I have a long running campaign that was started before the DMG came out. We had lots of active adventurers who never got age mods so to keep it consistent we just did not use them at PC creation. While the campaign has had some breaks since then it is very well developed so I really didn't see why I should change it. The playing field is fair.

The same with 3d6 in order. We were doing that long before we got the DMG. All my NPCs are created that way so it works for my particular campaign.

I'm totally cool with being a Troglodyte though... Pretty cool. :mrgreen: I'm thinking a Troglodyte Barbarian with a big stone axe. Sweet!

Cheers!

MJW

Re: Half-Orcs Exceptional Strength

Posted: Tue Feb 14, 2012 11:41 am
by genghisdon
Well, in the case of a long running game, I can see your point. Pre DMG? holy crap!

I'd still change it myself, but hey, your game deathsdj. Yeah, I've always liked trogs too, they are nasty, but cool 8)

Re: Half-Orcs Exceptional Strength

Posted: Fri Feb 17, 2012 6:11 pm
by deathsdj
I've been toying with the idea of writing something new campaign wise to play with a new group I am forming for a couple of old timers and a few new players and I most likely will brings things up to date a bit. :lol:

Also considering Greyhawk as I have all the stuff but have never ran a GH campaign.

I'm kinda waiting until I know what the players are interested in before I make a decision.

Cheers!

MJW