Lanefan
Victoria Rules
Those "funny thoughts" probably revolved around the fact that poison use was specifically called out as Evil in 1e.I can only assume Gary had some funny thoughts about players using poison.
Those "funny thoughts" probably revolved around the fact that poison use was specifically called out as Evil in 1e.I can only assume Gary had some funny thoughts about players using poison.
Not that this should be a problem for an Evil class like Assassins!Those "funny thoughts" probably revolved around the fact that poison use was specifically called out as Evil in 1e.
Lots of monsters, like the Rot Grub, for example, just off the top of my head from the Monster Manual (several examples from Russ Nicholson's amazing Fiend Folio art also leap to mind). Or that image of the character trapped in the room filling with water and the skeleton rising behind him from the DMG. Or the core concept of getting lost in the dungeon and never seeing the light of day again*, which was a major threat in early play according to a lot of the original players. And as you can see in the random dungeon generation tables.Old school...terror? I'm not sure I follow. What's terrifying about older games?
The poison thing? It's one of those things which only makes sense in context, or if you get into the right headspace and think it through. If you were a 70s D&D player and/or have read a bunch of articles and zines from then, you'll know that the idea of player-wielded poisons was an ongoing discussion and recurring attempt at powergaming. Since poison from monsters normally killed the target on a failed save regardless of hit points, it was an obvious thing for players to try to get and use.What was the point of this rule? And people say I'm wrong when I say TSR encourage that "DM vs players" thing...
Then there is the poison on the dagger trick, which every judge is always trying to stop. I have been told that poisons evaporate, poisons exposed to the air lose their effectiveness, or the most used of all, in your area there is no poison strong enough to kill the things you want. I suggest to all you players and especially the magic users that can use only daggers, that any amount of money and effort spent in the procuring of a really effective poison is worth it. I spent over 90,000 gold and haven't regretted a copper piece of it.
Discovering a secret like this would be amazing from a player perspective. Imagine you're just leveling your character as normal and your DM suddenly tells you that you've unlocked this whole side of your character that hadn't expected. For some this would feel bad because they hadn't built around it, but for most it'd feel like a super special thing to them. More games should encourage that style of player advancement to keep the sense of wonder going as long as possibleWhat was the point of this rule? And people say I'm wrong when I say TSR encourage that "DM vs players" thing...
Contrast that with the assassin PC player stepping up to the DM's chair at some point who reads that in the DMG and finds out what he missed as an opportunity, moreover, that the game itself recommended keeping it secret.Discovering a secret like this would be amazing from a player perspective. Imagine you're just leveling your character as normal and your DM suddenly tells you that you've unlocked this whole side of your character that hadn't expected. For some this would feel bad because they hadn't built around it, but for most it'd feel like a super special thing to them. More games should encourage that style of player advancement to keep the sense of wonder going as long as possible![]()
Except that the 1e DMG explicitly says for the DM not to tell a 9th level assassin they can do so.Discovering a secret like this would be amazing from a player perspective. Imagine you're just leveling your character as normal and your DM suddenly tells you that you've unlocked this whole side of your character that hadn't expected. For some this would feel bad because they hadn't built around it, but for most it'd feel like a super special thing to them. More games should encourage that style of player advancement to keep the sense of wonder going as long as possible![]()
Indeed, if you decide before 9th level to try and learn how to use poisons, you can spend all the money and time needed to do so, and automatically fail for not knowing you haven't met the prerequisites!Except that the 1e DMG explicitly says for the DM not to tell a 9th level assassin they can do so.
"Assassins use poison just as any other character does, according to the dictates of the DM. That is, they use the normal tables for poison types (q.v.). When an assassin reaches 9th level (assassin), he or she may opt to make a study of poisons. This decision should come from the player in the case of a player character, i.e. do not suggest it or even intimate that such a study can be undertaken."
So in this context, you can see that Gary's advice in the DMG was an attempt to slow the proliferation of poison use by not encouraging it, while assuming that OF COURSE smart or experienced players will wind up trying to use it. So he gives the DM rules for it with that expectation.
As this book is the exclusive precinct of the DM, you must view any non-DM player possessing it as something less than worthy of honorable death. Peeping players there will undoubtedly be, but they are simply lessening their own enjoyment of the game by taking away some of the sense of wonder that otherwise arises from a game which has rules hidden from participants. It is in your interests, and in theirs, to discourage possession of this book by players. If any of your participants do read herein, it is suggested that you assess them a heavy fee for consulting “sages” and other sources of information not normally attainable by the inhabitants of your milieu. If they express knowledge which could only be garnered by consulting these pages, a magic item or two can be taken as payment — insufficient, but perhaps it will tend to discourage such actions.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.