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Post by Zulgyan on Apr 29, 2008 8:31:58 GMT -6
I have always allowed spells to be cast in melee (but disrupted upon hit of course). Same with potions, scrolls, wands, staff, and mostly any magic.
Only ranged weapons such as bows, slings, etc. I have not allowed in melee. And I've been giving +2 to hit vs. bowers or slingers if melee distance is reached.
But I know that many here don't allow spell casting in melee, and the use of other magics. For those who do it. Would you further expand your ideas on this please?
To all: what do you allow/don't allow to be done in melee?
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Post by kormydigar on May 1, 2008 9:16:20 GMT -6
As someone who will soon be trying to sell a game of OD&D to group currently playing D&D v.3.5 I am trying to shy away from that most ominous word: allow. To me the selling point of the oldest edition of D&D is its adaptability. I plan on permitting players to attempt whatever thier characters would be physically capable of during melee. The trick in adjudicating the outcome of such actions is determining the effects of success or the consequences of failure. Unusual tactics should not be so easy to pull off that they become "standard" nor so hard that a player won't want to attempt something. I am currently developing a grapple/ unusual combat situation write up for my own use. When finished I will post it for others to enjoy (laugh at)
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