AD&D, looking backwards, and personal experiences

When I took my first steps in RPGs, we were a relatively isolated school group and taught ourselves to play. It was in the 1990s and there was a lot on the market.

Games we played and enjoyed:
  • GURPS
  • WFRP
  • MERP
  • Rifts (core book only)
  • Cyberpunk 2020
  • Shadowrun
Games we considered too rules-heavy and complicated and bounced off:
  • Rifts + worldbooks
  • GURPS vehicles (incl. mecha and robots)
  • AD&D 1e
Yes, that was because we tried to play RAW - weapon vs AC tables and all. But the rules were there. They were presented in the actual product as things you should use. (Why 1e? Because those were the rulebooks we had to hand). As some of you may notice, the games we did play were hardly rules light or lacking in complexity. But they weren't as ... arbitary. Saves vs Poison, Spell, Petrification, Staff? What? Why?

Also there didn't seem to be much point to the AD&D rules, being as they were, a hacked set of tabletop wargame rules. The game appeared to be one mostly designed for hack and slashers. And there were a lot of reasons for this.

Starting from the top, the fighter class. Yes, people praise the fighter because it's simple. You can write the whole of a 1e fighter into one single line if you try. And literally everything defined as a property of that character is either (a) a stat or (b) about combat. On the other hand you can write literally the whole of a 1e WFB character into one single line if you try - in this case literally everything defined is either (a) a stat or (b) about combat because WFB actually is a tabletop wargame. Continuing the comparison, WFB 1e had more stats, including more mental stats so the tabletop wargame characters had more definition than the RPG ones - although the actual numbers were condensed (for obvious reasons involving army size).

Then we move onto the thief. Ah, the thief. 10% chance of picking pockets and really pretty bad at stealth. I don't know if they were trying to convince you not to play a character with non-combat skills but the thief's percentages at everything except scaling sheer surfaces were terrible. As far as I remember everyone took a look at the thief percentage tables and moved on.

So next up we had the casters. The cleric was a battle line caster. And the wizard was field artillery. The wizard mapped extremely well to a 1e WFB wizard - spell levels and spell distances measured in inches IIRC. Also spell points vs Vancian is not that different.

Just about all the classes therefore gave me the impression of being tabletop wargame classes intent almost entirely on hack and slash with the single exception of the thief which wasn't really good at anything. (Seriously, read those numbers again). Not that the pre-Unearthed Arcana 1e fighter was very good at fighting.

And then the couple of adventures I remember. Killing stuff for profit - and in a much more nakedly mercenary way than most other systems. Combat is a big thing in most RPGs - but when it is literally the only thing other than equipment (mostly for combat) on a character sheet you have a wargame. (And the brown box presented itself as a wargame).

Yes, there always was an awesome game inside D&D - but the game both seemed and seems to be there despite rather than because of the rules set. I play 4e because it is a good game that genuinely supports one of the two playstyles that D&D promised and the rules got in the way of (the one that had its first truly big display with the Dragonlance Saga but was promised in a range of products). The other game, the one Gygax played with high lethality and "greyhawking" dungeons and where the subset of skills often called "player skill" is a vast thing again wasn't supported that well by the actual rules - and I'm looking at Dungeon Crawl Classics and Dungeonworld to do that well.

So what do I want from D&D Next? If it really is to unite the editions?

Simple. A game that delivers on the two games promised by D&D (the heroic and larger than life fiction of Appendix N, Dragonlance, and adventure paths, and the slightly gritty highly challenge based XP for GP dungeon crawling game). And one that does so in a game where the rules support me in providing the experience promised rather than one where I have to fight the rules to do it.
 

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Whoa, wait, hold the phone.

At the risk of sounding badwrongfun, you found RIFTs somehow easier than AD&D 1e? Really? RIFTs (and Palladium systems in general) are a giant mish-mash conflicting rules, fiddly subsystems, copypasta, and powergaming munchkin fantasy that makes the worst of AD&D seem like coherent narrative. A game with Dragons, Glitterboys, and City-Rats all as PC options and you find Fighters and Thieves unbalanced? A game with 10 saving throw categories (save vs. possession?) and 8 ability scores isn't arbitrary? Even without the worldbooks, RIFTs is a hot mess of rules, and I cannot fathom how even the corebook alone is any easier to run than AD&D's PHB/DMG/MM.
 

Whoa, wait, hold the phone.

At the risk of sounding badwrongfun, you found RIFTs somehow easier than AD&D 1e? Really? RIFTs (and Palladium systems in general) are a giant mish-mash conflicting rules, fiddly subsystems, copypasta, and powergaming munchkin fantasy that makes the worst of AD&D seem like coherent narrative. A game with Dragons, Glitterboys, and City-Rats all as PC options and you find Fighters and Thieves unbalanced? A game with 10 saving throw categories (save vs. possession?) and 8 ability scores isn't arbitrary? Even without the worldbooks, RIFTs is a hot mess of rules, and I cannot fathom how even the corebook alone is any easier to run than AD&D's PHB/DMG/MM.

As a group yes, we did as long as we stuck to the core materials (which includes technomages but not dragons). A lot of that was down to the individual enthusiasm of the RIFTS fan in the group - I don't recall anyone else trying to run it. It is absolutely a hot mess of rules and you'd need a cattleprod to get me to run it. But with four people with different sorts of power armour we had an interesting dynamic going where we scouted in fear and trembling because we were SDC before we hit the place like ... the fist of a glitterboy. And on one occasion we were being menaced by seriously nasty SDC foes and we had to stall them long enough to armour up (in an ironic inversion the Glitterboy did most of the talking there as there was no way he could ever armour up in time and the city rat ended up jumping in the way to save his neck).

But no, it's not a system that's other than a hot mess. Still we managed it for a little while which is more than we did AD&D.
 



Looking back, I realize that calling the original D&D a roleplaying game was a real stretch. It was essentially a man-to-man combat game.

Have you actually read the orginal D&D rules? I ask because there are almost no combat rules whatsoever. The single largest chunk of rules deals with charisma and its effects on reactions with npcs and the loyaty of allies. Far more rule space is devoted to exploration type rules such as finding secret doors, movement underground, and that sort of thing.

The man-to-man combat game was the fantasy supplement to Chainmail.

Yes, D&D grew out of wargames, but it was distinct from wargames. The same way that the automobile evolved from the horse-drawn carriage and was no longer a horse-drawn carriage or that jazz came from blues, but was no longer blues.

The orginal D&D rules had almost no combat rules because the wargamers it was aimed for didn't need combat rules. They had tons of them already. D&D was what happened when the combat stopped.

The term "role playing game" wasn't on the box because prior to D&D coming along, no one knew what a role playing game was. It wasn't until D&D became popular that anyone needed to invent a term for such a thing.
 

Wow! Random diatribe against 1e. Welcome back to EnWorld circa 2003. I didn't realize how much I missed being reminded every day how my favorite edition was the bad-wrong-fun edition.

It's not the "Badwrongfun" edition, it's the "thatmakesnosenselet'sdoitthiswayyeah" edition. :p

I enjoy it greatly when I play it but what a mess. That's part of its charm.
 
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Wow! Random diatribe against 1e. Welcome back to EnWorld circa 2003. I didn't realize how much I missed being reminded every day how my favorite edition was the bad-wrong-fun edition.

I disagree with pretty much every single thing the OP had to say.

Yeah, the rest of the post was traditional edition war, so I skipped it.

Its within the last few years I've re-discovered the charm of my original D&D editions (Basic and 2e). There are lots of things that don't make sense and I didn't miss (exceptional strength, downwards AC) but there is so much character and quirk in those rules that, if you take it as a whole "as it is", you find how remarkably playable it is. Oddly, it took 3e and 4e "fixing" my complaints to see how those fixes didn't really matter.

I still hope that Next can recapture the spirit of AD&D with ironed out mathematics and simplified resolution. Actually, if it can capture the spirit of BASIC with the slightly more complex classes of AD&D, I'll be even happier.
 


It's the old "it doesn't matter what the rules actually said, because I know how people actually played it" argument combined with the "what you do isn't actually role playing/what I do is proper role playing" argument. Skillfully done.

I was tired of these discussions 8 years ago. You keep playing whatever it is you like and I'll do the same. If we're fortunate we'll never accidentally be in the same group. Keep up with 1e bashing. I'm out of this thread.
 

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