As you’ve may know, I’ve recently started a (sporadic) 2nd edition AD&D campaign—Gloamhold: Adventures in Shadow. After only the first few sessions, I’ve been struck how the game play differs to our normal Pathfinder game.
Last week my dear friend and brilliant designer Creighton Broadhurst unleashed a diatribe against the point-buy method of generation of ability scores and min-maxing. I’m here to tell you he is dead wrong. And I believe I can prove it.
Whatever happened to wizard’s guilds? In the Good Old Days, every town or city seemed to have one, but these days—like wandering monsters, comprehensive rumour tables and “pointless” empty areas in dungeons—they seem to have disappeared from many adventures and supplements.
Freedom of movement is either a much more powerful spell than I first imagined or it’s badly written. I can’t decide which.
Everyone who plays D&D and Pathfinder loves encumbrance…While that might not be completely true, I’m a big fan of encumbrance (within reason). I love resource management and a part of resource management is managing encumbrance. (As a player said to me the other day, “Why can’t I carry 200 arrows?”) In any event, here are some of my thoughts about encumbrance: