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Post by mephisto on Oct 11, 2008 7:09:40 GMT -5
Hallo 1e experts! I have a question on how you handle "chance to know" a spell. Discussions on dragonsfoot show two possibilities to me. 1. If you get a new level on which you are able to memorize a new spell-level, roll for every listet spell "chance to know". I think on this method the player know from the begining (the level with a new arived spell-level) which spell he can learn and which are "lost". So the INT-mechanism for minimum spells works intsantly, because you can directly control in this prozess if the minimum is there. (OK, the DM could note this spells secretly, so that the player don't know which spells are save) 2. Roll the Chance everytime you really get the chance to learn a new spell (if you find a scroll for example). On this method you don't know from the "beginning" which spells you char is able to learn and which are lost, so it's more a longr prozess of "reasearch" during gaming. I don't realy know which method i should use, so it is very interesting for me how you handle it. ( - And again I'm sorry for my bad english ) mephisto
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Post by geneweigel on Oct 11, 2008 8:13:30 GMT -5
Thats the the part that clunks if you want to have a real "robo-campaign" that lacks training and all the elements that are remotely associated guilds/patrons/masters, etc.. My campaigns never lack any of these so the "chance to know new spells" game element usually is tied to a source by various means.
So I use the second way you describe always.
A generous source is usually a start for campaigns that lack the discipline of bookkeeping and/or prefer storytelling to "rules". Although using the "nothing is free" Gygax standard must be a factor or you're going to end up with a snorefest.
Specifically, players in my campaign try to learn what they can get from various sources (master, guild: little yield except in payment of "pounds of flesh" only for these. With the guild being stingier than a master./treasure: "don't skip on the pate". the treasure charts in AD&D are so well conceived than any other game it seems that just rolling random treasure types tells all kinds of stories. Don't be a "minimalist" throw the treasure out there every session. A magic-user should get scrolls at a good rate so don't skip on the MU encounters to save some headaches (like I know a lot of DMs did to make it simple. Dungeons and Dragons is Sword and Sorcery first somebody has to make the magic swords. Get bastard magic-users in there with all their gear and ready to fight the party.).
To some degree the same can be said with weaponry if you really really want flavor: guild/expert/new proficiency in that order.
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Post by Scott on Oct 11, 2008 9:54:34 GMT -5
You will find text in the books that supports both options, but option 2 would be the common sense approach. It’s also the one Gary stated was the correct method when asked to clarify.
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Post by Scott on Oct 11, 2008 9:59:14 GMT -5
I'm completely with Gene on this. These elements can add a lot to the depth of a campaign. PLus, option 1. is just a waste of time. You make all those rolls, and then get killed on your first adventure, or you roll until you reach your max spells/level, and you find a scroll with a new spell on it, but you've already reached your max, or you have an idea for a brand new spel of your own, but you're already maxed. There are lots of reason to use option 2.
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Post by mephisto on Oct 11, 2008 10:16:11 GMT -5
Thank you for your comments.
In my past campaigns I have also used the 2nd method I described, but in my town we are the last ones who play AD&D 1st edition (I think since the early 90ies), so it is hard to change information and experience about game-mechanics with other gamers here.
mephisto
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Post by Scott on Oct 11, 2008 10:20:15 GMT -5
Do you know where Erfurt is? I stayed there for a bit.
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Post by mephisto on Oct 12, 2008 5:30:22 GMT -5
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Post by Scott on Oct 12, 2008 8:36:12 GMT -5
2,000 - 2,001 I stayed in Erfurt. Just visiting some friends.
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