| Post/Author/DateTime | Post |
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| aleph_woodenglenn02-23-05, 02:22 PM | My wife's family has been playing D&D since the 70's. We started a 3.5 pre-created campaign which my father-in-law (the DM) had been breaking his dice over converting to 1e rules (which we have always played with). He is one of those "very creative DMs" that may not be particular about many rules, but always makes sure everyone has fun. Voices, and sound effects, an array of (mostly) painted pewter figurines from a decade or two ago, and a constant soundtrack on his cd changer. Regardless, he finally bit the bullet, and we are switching to 3.5!!!! I am very excited, but now there are all these new rules, and we're all totally newbies at the system. Personally I have been devouring documentation like a gnome's lunch rations, but most of my cohorts who have always depended on a DM (who knew the rules like the back of his hand) to tell them EVERYTHING (which was probably the big weakness of 1e). I do not doubt he will take creative liberties with these rules (and his dice rolling) to add to the fun and roleplaying, but how can I get everybody on board with the new system without sounding like a know-it-all? And how do I point out some of the BIG gameplay flaws that we have always played with, that didn't matter before, but now (with such a thoroughly documented game system) totally defeat the nuance and balance of 3.5 without infringing on my (gulp) father-in-law's DM pride and excellent roleplaying. On that same note, how can we maintain our always vibrant RPing without having to lookup whether we need to roll a d20, and how high it must be? erm...that was very long for a first posting... |
| Super Guy02-23-05, 02:42 PM | Now, you have to sympathize with me, 'cause I was sitting here for two minutes thinking, like I always have thought, that "bite the bullet" meant death. I guess I confused it with "kick the bucket" or "bite the dust" It took me a while to figure out that it actually means to, you know, go along with something that you might not want to, or whatever. But reading your post before knowing this, I thought you were awful callous: Regardless, he finally bit the bullet, and we are switching to 3.5!!!! I am very excited, :rofl: Ok, now, to answer your question. how can I get everybody on board with the new system without sounding like a know-it-all? Well, that's the easy part. Just try to use normal people skills. Like, tell them "Ok, well, I've been looking it over and there's a lot of new stuff. Like, look here... and here... and here... You should probably read this part on combat, too, and all of the actions" I highly recommend that EVERYONE read the Players Handbook (PH), at least the sections that deal with their class, as well as the section on adventuring and combat. Or at least have some of the people do so. I never did when I started out, but I got used to it (started in 2E and just trusted the other players to guide me) Edit: what the...? It cut my post off when I hit enter to go down a space. Ok, don't think I'm leavin' ya hanging, I'll re-edit this and include the rest. Edit 2: And how do I point out some of the BIG gameplay flaws that we have always played with, that didn't matter before, but now (with such a thoroughly documented game system) totally defeat the nuance and balance of 3.5 without infringing on my (gulp) father-in-law's DM pride and excellent roleplaying. This is tough. Now, like it's hard to kick an old habit, you know? When we converted to 3.5E it was with kicks and screams, likewise with 2E to 3E. But we were sort of slowly introduced to it, and I like 3.5E way better than 3E or 2E. I just hope they are more open to the change. If that's the case, it shouldn't be a problem. You can still roleplay a lot- and you can still retain some things that the DM will probably like. For example, in 3.5, instead of making a speech to convince someone of something, you say "I use diplomacy". But in our games, we will both make the speech and then roll a diplomacy to see how well it affected them, occasionally (if the DM judges that the speech was so good that we don't need to make a check, then we won't even do that). You can always do stuff like that. On that same note, how can we maintain our always vibrant RPing without having to lookup whether we need to roll a d20, and how high it must be? Whoops, looks like I got to this a little in the last part. Any time you are lying to someone, there's a bluff check. However, depending on your lie, you get certain bonuses. Your DM can figure this out- if it's a normal lie, +0 to bluff. If it's a lie to someone that wants to believe you, get a +5 or better. If it's a bit far-fetched, get a -5. If it's ridiculous, get a -10 or worse, depending on how far-out it is. Also, like I said about Diplomacy. If your DM allows it, just make the speech and I doubt he'll force you to make a check. Finally, how high it must be can be up to the DM. The book often suggests guidelines, but it's really more common sense. If it's a feat that most people can do half the time (let's say busting down some door) then it's DC 10, because average people have Str 10, and therefore have a 50% chance to knock it down. If it's harder, then make the DC harder. Hope this helps. Enjoy the game, it's really fun, and I hope your DM will like it too :) |
| Jagyr Ebonwood02-23-05, 03:37 PM | Now, you have to sympathize with me, 'cause I was sitting here for two minutes thinking, like I always have thought, that "bite the bullet" meant death. I guess I confused it with "kick the bucket" or "bite the dust" It took me a while to figure out that it actually means to, you know, go along with something that you might not want to, or whatever. But reading your post before knowing this, I thought you were awful callous :rofl: Super Guy, that's the funniest thing I've heard all day! Thanks! |
| Thorak02-23-05, 04:28 PM | Some other suggestions; point out that you have no problems with him changing some rules. Just ask him to; 1> Read the new rules carefully, and ensure he understands why they work as they do. 2> If and only if he understands, and disagrees, make whatever changes he deems necessary and write them up. So that everyone can have a copy of his rules. I say this not as a rules-monkey, but because 3.5 is so full of rules it needs to be done. If it isn't, he'll say "Okay, to make a sword, roll me a d20 and add your Strength and Craft: Weaponsmithing", only to have someone say "But the PHB says Craft uses Intelligence..." All I'm suggesting is that he forgo the possible debate by trying to answer as many of these changes up-front as he can, so that the players A> know what the changes are and can thus make decisions accordingly, like giving their blacksmith a higher Str instead of Int if that's the houserule, and B> prevent most of these issues from ever coming up. My current DM also jumped from 1st edition to 3.x, and we're still going through changes and feeling things out. I'm making these suggestions based on our own experience; we still have to check the books and figure things out on a regular basis as we go along, and it cuts into the sessions needlessly, especially when the DM just decides he doesn't like 3.x's way of doing it and changes it. I'm not saying that's bad, just that it'll be better if it's done up front. Oh, and take 3.5 on it's own merits. It tosses aside a lot of D&D "standards", but IMHO comes off as a result a much stronger and better-thought-out system in most ways. Things like no level restrictions for nonhumans, which no group I ever played in in 2nd edtion used anyway, or every race being able to take any class, so you're not only choosing a human because you need to to be a paladin. There's a lot of rules, but it all works fairly well once you get into it, and the bulk of the rules is there to cover options for the characters, so your DM doesn't have to make things up on the fly for what penalties the orc gets trying to shoot you while you peek around a corner. |
| cambric02-23-05, 04:36 PM | I just want to say, "Congratulations" on having a family, IN-LAWS at that, who play!! :bow: My EX in-laws, though they LOVED games, thought D&D was childish and only "geeks" play it..."but let's play charades for the 1000th time..." (don't flame me for the charades comment, I do enjoy it, but how funny they would play a game that you had to 'act' and yet ripped on D&D). The previous posters gave excellent advice! Slowly work them into it...and if your father-in-law was that great at 1e, I'm sure he'll be awesome with 3.5!! Again..CONGRATS!! Cam |
| aleph_woodenglenn02-23-05, 04:56 PM | LOL...Yeah, the old school dungeon master is in the ground...the old fart...lets play the new edition...hehe. Yeah, there is a lot of doing to be done. I'm still kinda worried about comin off like a know-it-all Well, that's the easy part. Just try to use normal people skills. Like, tell them "Ok, well, I've been looking it over and there's a lot of new stuff. Like, look here... and here... and here... You should probably read this part on combat, too, and all of the actions" I highly recommend that EVERYONE read the Players Handbook (PH), at least the sections that deal with their class, as well as the section on adventuring and combat. Or at least have some of the people do so. I never did when I started out, but I got used to it (started in 2E and just trusted the other players to guide me) I understand what you are saying, in that that one doesn't have to be know-it-allish to encourage other's knowledge of the new system, but we're all adults who are quite busy, and asking my partymates to read the PHB or SRD on their spare time would probably irk their sensitivities more than anything (interestingly, a couple of these would probably get the most out of it as they have not played long at all), and telling them all the things they can and more importantly, can't do...well. still not sure. As to the (father-in-law) DM, I think he's kinda feeling his way through right now. Its one of those "well, I read most of the PHB, and the DMG, but dang if I can remember each of these rules" Last session I kinda acted as librarian and looked up specific rules as the gameplay progressed (we printed up a few quick reference sheets) He is eager to have these rules "cause now I don't have to make as much stuff up as I did w/ 1e" It was kinda fun. My big fear is that a couple (newer) players will lose interest out of frustration, because I am not sure the DM cuts them enough slack, and they have trouble getting out of metagaming. It is nice to have family that plays though. you got that one. |
| Nom02-23-05, 05:45 PM | I believe the phrase "bite the bullet" refers to the old practice of placing a bullet (think lead shot rather than metal catridge) between the teeth of someone about to undergo something painful (like surgery or whipping), to give them something to bite down on to distract them from pain. |
| Nom02-23-05, 09:09 PM | He is eager to have these rules "cause now I don't have to make as much stuff up as I did w/ 1e" It was kinda fun.That's a reassuring comment. The big change you'll note from earlier editions to 3rd is that the rules are a lot more coherent (as far as possible, everything uses a d20 check against a DC, and high is good) and a lot more far reaching. There are way fewer areas where you need to "make it up as you go along". The downside to this is that it's harder to disengage from the gamey-ness of the system. It can be done if you really want to, but because the mechanics are more coherent it's easier to define everything in terms of those mechanics and thus the mechanics have a greater influence on play, unlike previous editions where it was often easier to just ignore the mechanics and do it however you wanted. My big fear is that a couple (newer) players will lose interest out of frustration, because I am not sure the DM cuts them enough slack, and they have trouble getting out of metagaming.The rules are still complex enough that non-gamers can have trouble internalising them. If the DM will let you, try to become a helpful rules lawyer, the sort that can readily explain in very simple terms how to apply the rules in a particular situation. If done well, the DM and other players don't need to know all the details, just know "generally" how the rules work and know that you can fill in the gaps. Of course, it is in their best interests to learn. Most DMs don't mind rules lawyers that say "FYI, these are the relevant rules" and then let the DM rule as he sees fit. The guys that are annoying those that say "Aha! This is the rule, and you have to do it that way. So there.". What about metagaming? Handling metagaming is a matter of training and example, learning to think both mechanically and dramatically simultaneously without the dramatics getting squished by the mechanics. Surprisingly, increased familiarity with the rules can decrease metagaming. If you don't need to think hard about the rules, it frees up brainpower for thinking about characterisation. |
| Thoronmir02-24-05, 08:24 AM | As long as your DM-in-law wants to make full use of the new rules (and from your second post, it sounds like he does), I recommend spending the first couple of sessions running through “mock battles” to give everyone a chance to see the new mechanics in practice. Just slap together a set of generic PCs and pit them against some generic Orcs, open your PHB and DMG, then just work your way through the Movement and Combat sections, testing out each new rule. It’s much easier to comprehend when you see it actually used (as opposed to just reading the rules). Since the mock battles aren’t tied to any campaign, it doesn’t really matter who “runs” them. Also, you need not worry about tripping over your roleplaying as the group acclimates itself to the new rules. As someone who has DMed since 1979, I can assure your DM-in-law that 3.x does relieve much of the DM’s burden when it comes to making ad hoc rulings. While others disagree, I believe it speeds up the game, provided everyone understands the rules well enough that they don’t have to dive into the books every turn. I’ve never felt that 3.x constrains my roleplaying (which is paramount in our game). Finally, I strongly encourage your group to stick to Core material until you’re truly comfortable with the new rules. That means limiting the game to races, classes, skills, feats, etc., from the PHB. In my opinion, it’s a “walk before you run” thing. Good luck! |
| aleph_woodenglenn02-24-05, 11:16 AM | good idea thoronmir...This weekend my "DM-in-Law" will be out of town, so the game will be on hold. I might invite the party to my place with their characters and run a series of mock battles. (or run a mini module and let them roll up new characters if they want) That would be a blast, would help us through the down time, and give us all a chance to take a closer look at the battle dynamics. that way I could also get some DM practice (I know my DM-in-law will want to roll up his own 3.5 character eventually or convert his lvl "god-knows-what" rogue into an epic rogue sooner than a vorpal rat can eat a block of cheese of haste) and explain the combat rules through a fun engagement rather than beating them over the head with the rulebook during regular play. |
| weasel fierce02-25-05, 03:48 AM | The easiest advice is to do what DM's have done for 30 years. Chuck anything and everything that is bogging down play, improvise everything you cant remember, and make the game so fun, that noone will care. Failing that, read a lot. D20 is very structurally coherent, which makes it easy, once you have figured out the details, but it means that its virtually impossible to actually make a major change to the rules, without having a cascade of repercussions, as the change impacts other rules. Be prepared to improvise and dont sweat it if the book says INT+4 roll, when your DM says DEX+2, or whatever. Rules are guidelines, to be broken or amended whenever convenient |