In fact, AD&D almost geared itself for newbies to play. Each character class at first level had a small amount of skills to keep track of (yeah, the wizard only got one spell...). This made the game fairly simple to learn. The players didn't have to spend time mulling over their character sheets during play deciding what powers to use. Their attention was on the DM and what was going on in the game.
The whole post was great but this part deserves special attention. I think Ulrick just nailed the most important thing that makes AD&D awesome. Having the leveling process be a mere moment of bookeeping which allowed attention to return to the actual game is golden. No time wasted on wondering what you will choose from column A or B, or what items you would like to get for slot X when a level is gained.
When playtime is limited it sure is nice to devote more of that time to the actual game.
Ulrick! Are you my lost brother? I have listed these reasons (while saying AC going up was the bomb) to my wayward son when he tries to dis 1E.
Don.
thedungeondelver said:I'd just like to point out that Ulrick is incorrect - a wizard has anywhere from twenty-one to fifty-eight spells, ranging from 1st to 9th level. However a 1st level magic-user has the one spell per day they can cast.
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Ha!
Na, just a guy who's observed a thing or two about his favorite hobby. But thanks!
LOL! That's what I get for playing 3e/3.5e for about nine years!
In AD&D they're called magic-users. A wizard is a name level. It is all coming back to me now!
Man, this thread makes me want to run an AD&D campaign--probably a mixture of 1st and 2nd Editions.
About a year ago I managed to get a short-lived AD&D 1st Edition campaign going. I had a blast! My players enjoyed themselves but they didn't like having "limited options." Two players ran rangers and complained about being "pidgeon holed" into basically playing "Aragorn." I found this interesting: the ranger is arguably one of most powerful classes in AD&D (2d8 HD at 1st level!), but they weren't happy.
They also, of course, complained about Thac0! So I had them roll the dice and I consulted the tables in the DMG. Then they complained about the tables. I was going to flip the ACs so they'd be like in 3e (AC 5 = AC 15) but the campaign ended.
Maybe I'll give it another shot here soon.
I'd just like to point out that Ulrick is incorrect - a wizard has anywhere from twenty-one to fifty-eight spells, ranging from 1st to 9th level. However a 1st level magic-user has the one spell per day they can cast.
This message brought to you by the Society for 1e AD&D Pedantry.
Some people found weapon proficiencies, as outlined in UNEARTHED ARCANA to be particularly onerous. I have found a use for them: solo or two person campaigns. When you've got a player, or two players, who don't want to run multiple characters, weapon proficiencies can be a good method for helping them to not have to roll up a new character every five minutes!
They're a good force multiplier.
About a year ago I managed to get a short-lived AD&D 1st Edition campaign going. I had a blast! My players enjoyed themselves but they didn't like having "limited options." Two players ran rangers and complained about being "pidgeon holed" into basically playing "Aragorn." I found this interesting: the ranger is arguably one of most powerful classes in AD&D (2d8 HD at 1st level!), but they weren't happy.