tag:blogger.com,1999:blog-3138202318040749770.post6956904977878873873..comments2024-03-27T03:57:15.522-04:00Comments on Hidden in Shadows: A Matter of InchesDHBoggshttp://www.blogger.com/profile/02170439175265397893noreply@blogger.comBlogger9125tag:blogger.com,1999:blog-3138202318040749770.post-18709978135072574912015-02-09T07:50:17.746-05:002015-02-09T07:50:17.746-05:00Yeah, Actually it was apparently a pretty common ...Yeah, Actually it was apparently a pretty common interpretation in the early seventies for elves to have a kind of "radar" for secret doors, getting a detection roll automatically. Same for thieves and traps, dwarves and slopes, etc.DHBoggshttps://www.blogger.com/profile/02170439175265397893noreply@blogger.comtag:blogger.com,1999:blog-3138202318040749770.post-44326016285870807412014-12-12T04:40:11.118-05:002014-12-12T04:40:11.118-05:00I keep thinking that something "nice" sh...I keep thinking that something "nice" should "balance out" those slow movement rates. It would be helpful, for example, if the DM would automatically roll for things like finding secret doors or traps, without players having to ask for those things. They could still miss them of course (failed check), and they could still ask again later to search a certain area again explicitly. I just find it frustrating to be forced to move slowly and hence incur more random encounter checks for no real benefit whatsoever. (And for some reason the answer "But we allow you to draw a map!" doesn't quite cut it for me.) Yes yes, it's "old school" to require player skill in knowing, for example, where to search for a secret door. But if you're going to insist that I ask explicitly to get a chance then please don't force my character to slowly to crawl around on knees and elbows anymore...Peter Fröhlichhttps://www.blogger.com/profile/03688076015831464616noreply@blogger.comtag:blogger.com,1999:blog-3138202318040749770.post-63002958724901244182013-01-06T17:14:00.103-05:002013-01-06T17:14:00.103-05:00So it is. The rate as given however is incredibly...So it is. The rate as given however is incredibly slow, and excludes the possibility that characters often aren't that cautious.DHBoggshttps://www.blogger.com/profile/02170439175265397893noreply@blogger.comtag:blogger.com,1999:blog-3138202318040749770.post-4048855868930249362013-01-06T06:31:41.009-05:002013-01-06T06:31:41.009-05:00I assumed the 10 minute turn in the dungeon was be...I assumed the 10 minute turn in the dungeon was because you were mapping, creeping along, checking for traps by prodding the ground, and because it was dark. When a fight starts it's more important to move at full speed and also the monsters are walking all over the ground anyway so you can bet it's not trapped just up ahead. Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-3138202318040749770.post-81110672763836100282012-03-18T16:43:05.752-04:002012-03-18T16:43:05.752-04:00Don't be sorry, I've been trying to work t...Don't be sorry, I've been trying to work this out forever.<br /><br />Thank you very much for the link to the discussion.-Chttps://www.blogger.com/profile/02331863932906631618noreply@blogger.comtag:blogger.com,1999:blog-3138202318040749770.post-5894466676374390232012-03-17T12:34:47.002-04:002012-03-17T12:34:47.002-04:00Sorry about that C. It was really part of a relate...Sorry about that C. It was really part of a related discussion on the intended legth of a combat round in original D&D. Prolly shouldn't have mentioned it. My opinion is basically that it is equally valid to read the rules as either 6 second or one minute rounds. That discussion is here http://odd74.proboards.com/index.cgi?board=adventures&action=display&thread=6497&page=1DHBoggshttps://www.blogger.com/profile/02170439175265397893noreply@blogger.comtag:blogger.com,1999:blog-3138202318040749770.post-56411540870446766282012-03-17T09:19:25.484-04:002012-03-17T09:19:25.484-04:00Great post, Dan & I agree on everything. I'...Great post, Dan & I agree on everything. I've noted elsewhere (which you've seen) that Holmes used the double move dungeon exploration rate (i.e., 120 feet/10 min turn) for PC characters, but not for monsters. Which results in Horses that move the same rate as an unarmored man. So in Holmes monster movement really needs to be doubled.Zenopus Archiveshttps://www.blogger.com/profile/14069501995927451558noreply@blogger.comtag:blogger.com,1999:blog-3138202318040749770.post-34334582831673901212012-03-17T09:01:16.632-04:002012-03-17T09:01:16.632-04:00Hi.
"convinced many a D&D player that th...Hi.<br /><br />"<i>convinced many a D&D player that those 10 combat rounds must be a minute long each</i>"<br /><br />I'm lost -- what combat rounds are you referring to when you say 'those' combat rounds?-Chttps://www.blogger.com/profile/02331863932906631618noreply@blogger.comtag:blogger.com,1999:blog-3138202318040749770.post-53105668022637139162012-03-17T00:30:20.878-04:002012-03-17T00:30:20.878-04:00Movement rates have always bugged me and I have al...Movement rates have always bugged me and I have always wanted to have an intuitive understanding of them. I've no doubt this post will help me to do that thanks Dan, but at the moment it made my brain hurt, so I'll have to come back to it a bit later. Perhaps I'll finally see the light. :-)Anonymousnoreply@blogger.com