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Count Strahd Von Zarvoich

Digitalelf's page

Goblin Squad Member. Pathfinder Adventure Path, Modules Subscriber. Pathfinder Society Member. 2,281 posts (2,358 including aliases). No reviews. No lists. No wishlists. 1 Pathfinder Society character. 3 aliases.


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Grand Lodge

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TheMonocleRogue wrote:
I think what he meant was my entire post.

Obviously I cannot speak for "Usual Suspect", but I took his post as referring specifically to the part of your post that he quoted...

And my comment to your post was in reference to the part that I quoted.

My reasons for commenting, is that it is not “just lazy work on the DM's part” if I wish to design a campaign setting and consciously choose to omit a race, a class, or what have you.

Yes, absolutely, I could work that race, class, or whatever into the campaign setting, but that kind of defeats the whole point and purpose of creating a campaign which omits that race, class, or whatever in the first place... It has absolutely zero to do with laziness!

And for the record, I roll behind a screen and fudge rolls to both the character’s and npc’s/monster’s benefit, and sometimes (at least for the monsters) detriment.

YMMV and all of that...

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Usual Suspect wrote:
TheMonocleRogue wrote:
Jaelithe wrote:
Occasionally fudging die rolls, and reserving the right to roll behind a screen while requiring players to roll openly

This is the pinnacle of DM douchebaggery, when you care more about your campaign than that of the PCs success.

Impressive. You do realize that you just called about 80% of the people posting in this thread douchebags; right? Good job.

Don't forget lazy!

TheMonocleRogue wrote:
Any class can play in any campaign with the right character concept. This is just lazy work on the DM's part.

Grand Lodge

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TriOmegaZero wrote:
I just have a problem with the people who change 'sometimes' to 'everytime'. Sometimes it is the GM who is unreasonable.

Well sure, there will be times that a player will come up with something that can be integrated into the campaign without having to re-write anything... And I don't mind accommodating something like that.

A good GM/DM knows their audience, and if they have a player who always plays an elf, then the GM/DM should probably wait to run a campaign that does not have any elves when that player is not there or perhaps, run it for another group entirely...

That being said, I only game with like-minded people because even though I am willing to be flexible and bend sometimes, I still advocate that it is almost always easier for the player to change his or her character’s concept than it is for the GM/DM to change the concept of the campaign.

YMMV and all of that...

Grand Lodge

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Hama wrote:
Everyone's desires are important. But unreasonable things should not happen.

I agree, and I feel that sometimes it is absolutely unreasonable for the GM/DM to modify his or her campaign just to accommodate a single player.

I know others will disagree.

YMMV and all of that...

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Davor wrote:
Sure... but we're not playing 2E anymore.

That may be the case for you and your group. But this is a thread where we're talking about old school ideals, and your DM "threatening" to change your character's alignment harkens back to the days before 3rd edition and PF, to when alignment really mattered, and was much more than a simple mechanic that indicates what spells effect or do not effect your character...

And like Orthos above said, I still play 2nd edition (and do so pretty much by the RAW).

YMMV and all of that.

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TOZ wrote:
Digitalelf wrote:
I really love 2nd edition!

Good on you, mate. I'm amused at the alignment/XP combo you describe, since it takes two things I dislike to make a tailored nightmare for me. :)

(Although I probably would never even see an alignment change happening unless the GM was out to get me.)

I tend to run 2nd edition as written (making use of many of the optional rules presented), though I do not use much of what's in the 1995 Player's Option books.

As to the rules of alignment...

Between 1989 when 2nd edition came out, and 2000 when 3rd edition replaced it, I can count on one hand the number of times I had to enforce the alignment rules... And in the past year and a half or so since I started running it again, the issue of changing alignment (voluntary or involuntary) has yet come up.

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Davor wrote:
I just said "okay", because it doesn't change anything about the way we play our characters.

You might not be so quick to say that if you were playing 2nd edition AD&D...

2nd Edition DMG wrote:

the character earns no experience whatever until his former alignment is regained. This assumes, of course, that the character wants to regain his former alignment.

If the character decides that the new alignment isn't so bad after all, he begins earning experience again, but the doubling penalty goes into effect. The player does not have to announce this decision. If the DM feels the character has resigned himself to the situation, that is sufficient.

And that's if the change of alignment is involuntary!

If the change is voluntary:

2nd Edition DMG wrote:
The instant a character voluntarily changes alignment, the experience point cost to gain the next level (or levels in the case of multi-class characters) is doubled. To determine the number of experience points needed to gain the next level (and only the next level), double the number of experience points listed on the appropriate Experience Levels table.

Further, if the character keeps changing alignment:

2nd Edition DMG wrote:
A character can change alignment any number of times. If more than one change occurs per level, however, the severity of the penalty increases. (The character is obviously suffering from severe mental confusion, akin to a modern-day personality crisis.) When a character makes a second or subsequent alignment change at a given level, all experience points earned toward the next level are immediately lost. The character must still earn double the normal experience.

Makes alignment an important part of just who your character is...

I really love 2nd edition!

Grand Lodge

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KestrelZ wrote:
do not force the PLAYERS to scratch their heads for three hours as you force us to say exactly WHERE they look, and have us miss the vital clue because no one said the wood edging around the southwest corner of the ceiling).

I run 2nd edition, where the closest thing to a "search" or "perception" check (for non-thieves), is a 1 in 6 chance (on a d6) to find anything hidden. Elves and half-elves have a better chance of finding or noticing hidden things, but either way, the chances never improve...

So, telling me exactly where you search, is often times much more effective than relying upon a simple die roll, but it does require me to be much more descriptive when I describe a room.

Grand Lodge

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Sparklepants McGee wrote:
I have the Mayfair Games 'City-State of the Invincible Overlord' box set. I know it's intended for 1e, but are any of the products for that any good?

I ran "The Haunt", it was a fun adventure, if a bit silly at times...

It features a haunted mansion, with a...

Spoiler Alert:
Vampire that has been "imprisoned" within its attic as the main villain.

I don't think there is anything in it that would be inappropriate for young teenagers...

I also own Briarwood Castle, though I have never run it. And it too would be pretty safe for the young ones.

Grand Lodge

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Sparklepants McGee wrote:
How grizzly are the Ravenloft modules? I like the idea but worry that they may prove to gruesome for my group of middle schoolers.

The "horror" of the various Ravenloft modules and the setting is that of the more classic "gothic horror", which is a far cry from the blood and guts of today’s "slasher" horror. Good examples of the style and general atmosphere can be found within the classic books such as Bram Stoker's "Dracula", Mary Shelly's "Frankenstein", or H.P. Lovecraft's "The Call of Cthulhu", to name but a few. The nature of the horror is very tame (especially when compared to today's notion of what horror is) because much of what actually happens is left to the imagination...

A couple of good books to read on the subject (if you have the time), are Stephen King's "The Danse Macabre" and H.P. Lovecraft's "Supernatural Horror In Literature" (both are non-fiction). Also, Wizard’s of the Coast put out a good book on how to approach classic horror in gaming, called "Heroes of Horror" (it's a 3rd edition book, but the advice given is system neutral). The 2nd edition Ravenloft Boxed set also has good advice on how to approach running classic horror in gaming.

Voadam above named some good Ravenloft modules, I would also add the 1st edition (pre-Ravenloft setting) module "Ravenloft" or its 2nd edition update: "House of Strahd" - I don't think any of those would be inappropriate for Jr. High/Middle School kids in their teens...

Grand Lodge

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There is a downloadable "index" (on PDF) that only lists the issues of dungeon magazine that contained adventures for both 1st and 2nd edition over at dragonsfoot; this index includes a short description of each of those adventures as well.

It only lists issues 1 - 81, as those were the issues that were produced during the days of 1st and 2nd edition (issue number 18 was the first issue containing adventures for 2nd edition)...

HERE is a direct link to that index.

Grand Lodge

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I recommend the forums at dragonsfoot and the piazza. Both are very active havens for players of the older editions of D&D (including 2nd edition AD&D).

Dragonsfoot also has quite a few useful resources for both 1st edition and 2nd edition...

A lot of the older edition modules have been re-released on PDF (usually for $4.99) over at: Dungeons & Dragons Classics

As for a module recommendation, I just ran the module "WGM1: Border Watch" which is a low level adventure that would be appropriate for younger gamers. The problem with this module is that it is missing some text. However, this "missing text" can be found: HERE

Grand Lodge

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Muad'Dib wrote:

If you are looking for maps here are some classic AD&D modules that have Egyptian themes.

B4 - The Lost City (a 5 tiered pyramid dungeon

While classic, B4 is a Basic D&D module, not Advanced D&D... [/nitpick]

Grand Lodge

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Irontruth wrote:

2. Ruined city nested in a mountainous valley. I've looked at the one at the end of RotRL, less major metropolis and more ancient ruins.

3. A fortress guarding a valley path/road.

For number 2, how about the ruined city of Xak Tsaroth. In Dragonlance, the city is inside a huge cavern, but that could easily be changed...

As for number 3, if you don't mind a semi-ruined castle, the 3.0 module "The Gryphon's Legacy" by Wolfgang Baur has excellent maps of a nice sized castle guarding a mountain pass...

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Kthulhu wrote:
It's the ONLY module I can think of that has had some sort of release for every single (major) edition since it's release.

You forgot the limited edition german release of the original module updated to 2nd edition...

Noble Knight Games

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Also, Wizards of the Coast, published an Oriental Adventures book for 3.0 that used the Rokugan/Legend of the Five Rings campaign setting. It too had most, if not all of the classes you are talking about (I am not sure of the exact content, as I do not have the book in front of me)...

But the d20 Rokugan book by Alderac Entertainment is available on PDF for $12 (as well as many of the other d20 Rokugan supplements): HERE

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Kthulhu wrote:
There's a reason that that game died out after minimal support. d20 is NOT always the best answer.

I didn't say that it was, I was just letting thejeff know that there was indeed a level based version of the game.

And for the record, I prefer the original skill-based version. In fact, I run a campaign using the 6th Edition rules...

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thejeff wrote:
Call of Cthulhu is a (simple) skill based system, not a level based one.

There was a d20 version of Call of Cthulhu by Monte Cook. It was a class based system with only two classes to choose from...

Grand Lodge

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Pan wrote:
I too apologize digitalelf if my post was offensive. I was only saying, "no thanks, but knock yourself out."

I thank you as well. I really do appreciate it. :-D

Grand Lodge

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I thank you for that. :-D

I actually did not take offence at the "chump" comment; it was the "plague" analogy that rubbed me the wrong way...

So again, I thank you for the apology.

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Tacticslion wrote:

Different tastes.

(This is one reason why the built-in versatility of Pathfinder is amazing.)

I agree... Though, I don't play Pathfinder anymore after having switched back to 2nd Edition AD&D.

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Pan wrote:
Surely you would flag if you felt it was necessary.

Trust me, if I had felt it necessary... I would have.

Grand Lodge

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TOZ wrote:
Digitalelf wrote:
Thank you (I think)?? I'm glad I have your permission to have fun...
That wasn't permission, any more than a hazmat suit is permission to keep a plague to yourself.

If you say so...

But comparing my way of having fun to a plague (even in the very "beat around the bush" way in which you did) is just dripping with condemnation, which in turn, IS saying that my way of having fun is somehow bad.

I don't care if my way of having fun is not to your liking, but please, could you at least turn the other way before you look down your nose at mine?

Grand Lodge

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Pan wrote:
Whatever, you can keep it.
TOZ wrote:
Pan wrote:
Whatever, you can keep it.
This.

Thank you (I think)?? I'm glad I have your permission to have fun... :-P

Not that you two would ever say, let alone imply that my way of having fun is "badwrongfun" (at least not on a forum that dissuades and/or frowns upon such talk anyway), now would you? @@

Grand Lodge

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Sissyl wrote:
It is the system from 2nd edition. Wasn't much fun back then either. 1 GP = 1 XP is from 1st edition, and that was even worse.

Too YOU and YOUR purely anecdotal experience perhaps. But to MY over 30 years of purely anecdotal experience, this has never been the case... :-)

And XP for gold is in 2nd edition as well...

It's "hidden" on page 69 of the (1995/2014 re-release) DMG:

2nd Edition DMG wrote:
As an option, the DM can award XP for the cash value of non-magical treasures. One XP can be given per gold piece found. However, overuse of this option can increase the dependency to give out too much treasure in the campaign.

Grand Lodge

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Pan wrote:
Oh man, Digitalelf just gave me a headache thinking about his XP system.

It's not "my" XP system. It's laid out in the 2nd edition DMG.

For example:

2nd Edition DMG wrote:

Table 34:

Individual Class Awards Award

Warrior

Per Hit Die of creature defeated: 10 XP/level

Priest

Per successful use of a granted power: 100 XP

Spells cast to further ethos: 100 XP/spell level

Making potion or scroll: XP value

Making permanent magical item: XP value

Wizard

Spells cast to overcome foes or problems: 50 XP/spell level

Spells successfully researched: 500 XP/spell level

Making potion or scroll: XP value

Making permanent magical item: XP value

Rogue

Per successful use of a special ability: 200 XP

Per gold piece value of treasure obtained: 2 XP

Per Hit Die of creatures defeated (bard only): 5 XP

Grand Lodge

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I give XP for RP, but I run 2nd edition AD&D, so characters of differing levels is not a big deal... I also give individual XP class awards as well; like giving a fighter (or other warrior classes) 10 extra XP per level, per hit die of the creature(s) defeated (e.g. a 1st level fighter would get an extra 10 XP for defeating a 1 HD creature).

While individual XP of any kind is clearly labeled as an optional rule in 2nd edition, there are actually several examples given for times to hand out XP for RP...

2nd edition DMG wrote:

Common Individual Awards

Player has a clever idea: 50-100

Player has an idea that saves the party: 100-500

Player role-plays his character well: 100-200

Player encourages others to participate: 100-200

Defeating a creature in a single combat: XP value/creature

Something else that I give XP for is treasure (1 XP/GP), but that XP is usually split among the entire group...

And while (all) of this added extra little bit of XP may be enough to push a character over the number of points needed for their next level, it is never enough all by itself to actually raise a character's level.

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Haladir wrote:

Digitalelf: That's the first I've heard of the AD&D 2nd ed "Player's Options" book.

My group got sick of D&D and fantasy RPGs in general in the early 1990s.

The Player's Option books were released in 1995. Might be why you missed them! :-P

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Haladir wrote:
The next time I encountered a hardcover that attempted to re-introduce the Comeliness stat was in the poorly-received 2003 hardcover Book of Erotic Fantasy

Then you must have missed the 2nd edition "Player's Option" book, "Skills & Powers" where the 6 standard stats were broken down into 2 sub-stats each, with Charisma having "Leadership and Appearance" as its sub-stats...

To my knowledge, there was only one module that made full use of the Player's Option books, and that was "The Gates of Firestorm Peak".

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My favorites are the World of Greyhawk and the (complete) Forgotten Realms (as it appeared in 2nd Edition AD&D) pantheons.

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Cptexploderman wrote:
It would seem you don't know of what you speak.

Some of us (Auxmaulous being one) are speaking not from memory or nostalgia, but current-day experiences - as AD&D (1e/2e) IS our current game of choice; having left 3rd edition, Pathfinder, and d20 in general, behind us...

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WhtKnt wrote:

The PCs are supposed to be heroes, not everyday folk...

Let's face it; the game is about heroics and being larger-than-life...

Heroes yes, superheroes?? Well, that is a matter of taste and opinion that my "You kids get off my lawn!" grognard sensibilities do not care one-wit for.

I like the games I run to have characters that start out as "everyday folk" and later, become batman, as opposed to have the characters start out already as batman and morph into SUPERMAN!

This is part of the reason why I dropped Pathfinder and most other d20 derivative games and went back to playing 2nd edition AD&D, as those rules are more accommodating to my preferred play-style.

YMMV...

Grand Lodge

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Vincent Takeda wrote:
35 charisma on cthulhu is, for me at least, irrefutable proof that charisma and looks have nothing to do with each other.

And at the same time, Great Cthulhu's Charisma score in 1st edition AD&D was -7 (negative seven) which was so ghastly, that it caused creatures of 12 HD/Level or less to be stunned with fear and detestation until he was no longer in sight... Thus making "irrefutable proof" a relative term that is not so irrefutable.

Just sayin'...

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thaX wrote:
In the 2nd edition rules, there was a seventh stat within the pages of Unearthed Arcana, Comeliness. I was disappointed that it didn't make the cut in the next edition when Wizards revived it.

Comeliness was in the Unearthed Arcana, but Unearthed Arcana was a 1st edition product released in 1985.

Comeliness was dropped by TSR when 2nd edition was released in 1989...

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Dennis Harry wrote:
Are you playing any specific world or set of modules or just 2Ed homebrew? I played a little 2Ed a few years back, the DM spliced in a feat from 3.5 though we did not play enough to see how the "experiment" would work.

I played 2nd edition from the time it came out in 1989, to 2000 when 3.0 was released (at which point I switched).

Having played the rules-intensive variations of d20 (from 3rd edition D&D to Pathfinder) for 12 years, I wanted a return to a simpler rule-set...

To answer your question however, I make use of most of the TSR published settings. Currently I am running a solo campaign for my wife set in the "From the Ashes" era of World of Greyhawk, and I am also running a separate "one-shot" game for a separate group using the original "Ravenloft" module combined with "Ravenloft II: The House on Gryphon Hill".

Grand Lodge

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sunshadow21 wrote:
I don't see a lot of people suddenly completely dropping PF for 5E at this point. Most of the people in that camp have already moved on from PF, or were already looking for a reason to move on.

Yeah, I completely dropped PF and moved on before the DDN playtest started and made the switch to 2nd edition AD&D.

So 5th edition really doesn't offer me anything that I want or don't already have...

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Kthulhu wrote:
I think you are remembering wrong. Type F was Death/0.

Nah, I wasn't going for the worst... :-)

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Fergie wrote:
I have known many anarchists

And your experiences are your experiences, but you cannot take anecdotal evidence and apply it to every similar situation...

It just doesn't work that way.

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BigNorseWolf wrote:
The constitution guarantees them that right. That right is not only limited to people that you agree with, that's the entire point of it.

Totally Off Topic:
That is an interesting statement you’ve made there, considering that if you had things your way, you would drastically restrict a different right guaranteed to all by the Constitution of the United States... So apparently, you feel that Constitutional rights can be infringed upon if you disagree with them, no?
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I don't know how isolated a case this is, but a few years back, the CHP was given a bunch of surplus M4 carbines. Thing was, every single one of them was converted over to semi-automatic; making them no better than the civilian AR-15...

The civilian AR platform rifle (such as the AR-15) is no different than any other semi-automatic rifle on the market; save that it LOOKS like a military weapon - and looking like a military weapon is not the same as BEING a military weapon.

I am not trying to start a gun control debate here, I am just pointing out that it is very probable that the local the law enforcement agencies receiving these surplus rifles are given rifles that have been converted to semi-auto, which makes them no different than a rifle you or I (at least here in the US) can buy at the local Wal-Mart...

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Malaclypse wrote:

Still, if you really play since 1976 you must have been in games where some people could not play their concept because their rolled abilities did not allow them to pick the class. Was that fun? Did it improve everyones enjoyment that player A (who was lucky) could pick his 'dream character', while player B (who was unlucky with his rolls) was stuck with a much reduced choice?

Maybe you even witnessed a situation where a player suicided his character because he didn't want to play someone unable to contribute?

Pre 3rd edition D&D was a different game. You did not start off making a character knowing exactly what you were going to make, because you had to determine what your stats were first. Sure, you might have had an idea or two of what you wanted, but if you did not roll high enough, it was no big deal...

At least that is how everyone I gamed with did it, because we accepted that the rules of the game were, roll stats, THEN pick race and class based on the results of the die rolls... If we rolled poorly, it was: "ah shucks, better luck next time!"...

Yeah yeah yeah, YMMV and all of that... ;-P

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Please cancel order #3206602.

Thank you...

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Buri wrote:
Are you wanting outright death?

Nothing like 2nd edition's Type F poison... Make the save, you live, fail the save, you die!

Made just average "giant" spiders, quite deadly...

Grand Lodge

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Please cancel my subscriptions to:

Pathfinder Campaign Setting
Pathfinder Player Companion

And

Pathfinder Roleplaying Game

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Just a nit-pick, but hives tend to be more open inside so that the workers are able to tend to the eggs, young, and queen...

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Joana wrote:
Must have come from 2e. Or, as you say, Unearthed Arcana; we used that book, but I never had my own copy.

There were no rules for critical hits in Unearthed Arcana, though there were several articles on critical hits in Dragon Magazine going as far back as OD&D.

There were rules for critical hits in 2nd edition, though these rules were specifically labeled as optional within the books...

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equinoxmaster wrote:
I wasn't able to respond 8 years ago

Problem with this, is that the original poster whom started this thread, has not made a single post anywhere on these boards in 3 years.

Just sayin'...

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Another campaign setting I would like to run is Ravenloft.

Sure I've run various modules and adventures set there ala "A weekend in Hell" sort of thing, but I would really like to use it as a true setting (like it was presented in the 2e book "Domains of Dread" or the various 3e campaign setting books)...

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I am not all that excited over the new edition either. I switched over to 2nd edition about a year ago, and now that the three core 2nd edition books have been reprinted, it is much easier to get a copy of the rules...

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I started playing D&D around 1981 or so, and the schools that I attended were fine with the game, I even had a Jr. High math teacher that ran games after school...

I do however, have a friend whose parents thought D&D was an evil game, and did not allow him to play, although he still did (and to this day, almost 30 years later, his mother thinks I was a bad influence on her son).

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