Jacob Marley
Adventurer
Now, you show me where I said that 1e has no tactical considerations.
Um...
So, IMO, there are pretty much no tactical considerations in the AD&D rules set.
Now, you show me where I said that 1e has no tactical considerations.
So, IMO, there are pretty much no tactical considerations in the AD&D rules set.
Now, you show me where I said that 1e has no tactical considerations. At worst, I said that the tactical considerations were the purview of the DM.
I mean, heck, The Shaman lists choosing a target as a major tactical consideration in 1e. And that's not even mechanically relevant. Choosing one target over another has zero mechanical impact.
You guys can jump up and down about how much I'm defaming 1ed, but, please, at least read what I wrote first.
My total bad for making a comment about the Edition that Shalt Not Be Criticised.
Choosing a target (which really doesn't have ANY mechanical impact in ANY edition. What bonus or penalty do I gain for choosing to attack opponent A rather than B?)
and choosing your armor don't really seem to be tactical choices to me
An old DM of mine taught me a neat trick which amounts to the following:
If you want the PCs to go to New York, and the PCs train actually goes to Chicago, then you move New York to Chicago, but make them think they're still in Chicago.
This "neat trick" means that if the adventurers wanted to go to Chicago, or Denver, or Kansas City, and end up in New York no matter what, then the players' decisions were ignored by the referee.An old DM of mine taught me a neat trick which amounts to the following:
If you want the PCs to go to New York, and the PCs train actually goes to Chicago, then you move New York to Chicago, but make them think they're still in Chicago.
Hmmm...tough call. I guess I've always seen "adventure" as meaning something fairly well-defined, as in a module; while "scenario" can be more, or less, or the same as a single adventure.Well, Ariosto, I don't know about you, but, I generally say that an adventure and a scenario are pretty much synonymous.
Which might be why I very rarely if ever use plot hooks as written (PHAW?) but instead lead in to the adventure in whatever way(s) make sense in the game world at the time.pemerton said:One feature of typical published D&D adventures that I find irritating is the plot hook that seems to presuppose both (i) that the campaign is a traditional exploration campaign and (ii) that the players are happy to be more-or-less led by the GM in respect of a good chunk of that exploration (ie are happy to bite the GM's plot hooks). This combination of presuppositions seems a bit incoherent to me.
You make sure you're the second person to melee with the foe, and state you're attacking the foe's weapon side as the shield is already occupied defending against the first guy. 1e does have rules for how many opponents each different size of shield can defend against...Moving to flank? Without any spacial representations, how exactly do you "move to flank" away from a shield. Of course this also ignores the fact that almost no monsters USE a shield, nor do they have a dex modifier.
I'd say it's more that the strategy/tactics come in *before* the dice start flying, in terms of how you set the battle up to your best advantage (assuming you've a chance to do so). Then, all the dice rolling determines whether your tactics are any good.So, IMO, there are pretty much no tactical considerations in the AD&D rules set.
The module that keeps on giving! My PCs are now at 10th level, having started in at 1st, and we haven't got to Threshhold yet (admittedly I've been pretty liberal in my interpretation and expansion of the module, including detours via half of Thunderspire Labyrinth, plus the witches encounter I posted about here).Or worse, take Night's Dark Terror. There's about 6 different scenarios in that one...
When it comes to this sort of thing I don't do realism. But in my other thread that I'm trying to cross-promote I talk about my first deliberate use of level-inappropriate combats in 4e (too low, not too high) as part of an exploration-style session. (I also talk about The Rule of the Ming Vase in 4e. So maybe there's some old-school hope for me yet!)As for encounters always being level-appropriate, there's more than one way to look at it.
One supposes the DM is going to run *adventures* that are at least vaguely level-appropriate, and thus encounters within those should mostly take care of themselves.
But encounters in the greater world? That's another question entirely, and having some encounters now and then that are wildly off-level is nothing more or less than realistic.