Like it’s 1981 all over again, part six

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6 Responses

  1. arghhhhh it’s like watching porn previews in Hotel rooms! It stops when things get interesting!

    Seriously though, great example of a Skill Challenege… that’s how it should be done!

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  2. Greywulf says:

    Lol! Didn’t you know – the key to good writing is to always end on a

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  3. PrecociousApprentice says:

    In 1987 when I first started playing D&D, this is about how my best games went. Utterly rediculous and super fun. My usual games weren’t nearly as good. You have captured exactly what I think of when I think “old school”. This is perfect. I am not sure that everyone would agree with me, but I think the reality is that probably most old school games were run exactly like this.

    I think that the old school/new school flame war has settled down. I am glad. This series and the recent posts at the Core Mechanic and Tales of the Rambling Bumblers have been the best and most enlightening posts about the subject to date. Thanks.

    This series seems to reiterate that old school is a play style, and is only tied in the loosest of ways to rules or edition. Congrats, you are punking the edition wars. ;)

  4. yoyorobbo says:

    12 Goblins filling a 15? square room.
    WTF are that many *anythings* doing in that small of a room?

    Why, that leaves barely enough room for their…

    Spears, people! I was gonna say “spears”…jeesh! ;^]

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  5. Can I just say that it drives me to distraction that folks are calling the skill challenge system an innovation? I was doing “skill challenges” with WoD a freaking decade ago.

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  6. Thasmodious says:

    I’m loving these, fun to read. And I agree with you completely on skill challenges being the best innovation of 4e. I just love em. I do structure em often, but often I don’t either. Just depends. That’s what I like so much about them, the flexibility. You can do anything with them. The key, imo, is to divorce your thinking from the structure of the rules and focus on the intent (which is to make fun skill based encounters. It’s the same for combat encounters. There are a million ways to go about it, use whatever works. I agree they weren’t explained that well in the DMG, which is a shame, but it’s a hard thing to explain well in limited space. They would have been better served to devote several more pages to challenges, I think.

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