The real reasons C&C's rules are the way they are is because they predate OSRIC. Essentially, they didn't think they could clone AD&D legally.Castles and Crusades is my go to when the rare occasion presents itself that I want to run a D&D game. You are right that it's a D20 hack but it simplifies the D20 system while having an old school feel. When I play it I feel like I am playing a 2E game (even though I started with B/X and 1E, 2E is my favorite). I don't think the intent of C&C is to trry to emulate the rules of 1E or 2E but instead is being presented as a simpler and faster D&D than 1e, 2E or 3.x that "feels" like 1E or 2E. When I do run it I usually use 1E or 2e adventures. I am actually considering running a campaign soon, either Against the Giants or Night Below.
Some folks really like playing on hard mode. Your Mileage May Vary as always.TSR Thieves are bad to some people. There's been people in this thread who've posted their enjoyment of playing the class. This idea that they were objectively bad doesn't pass the sniff test, especially when you consider that once the Magic-User ran out of spells, that class was a liability to many parties![]()
What people prefer is subjective, sure. I'm not arguing against that. I'm saying that 1e's additional charts, less cohesive rule structures, and increased number of rules slows the game down compared to a version that is cleaned up and streamlined. That's pretty objective.I don't think so. Speed and complexity are real but what I think is, that it is very subjective that all those features are negative aspects in a game, for anyone, which is kind of what your thread title claims... although you did say the title was click-bait. Some people can definitely prefer more complexity or having to look up charts, or even a harder character to play, and that can give them other reasons beyond nostalgia on why they prefer 1e over 2e.
I think a lot depended on how your table ran thieves.TSR Thieves are bad to some people. There's been people in this thread who've posted their enjoyment of playing the class.
I'll go ahead and make the distinction you're trying to make - that compared to WotC's versions of D&D, the TSR-era Thieves were bad. It's an important distinction because WotC changed a great deal about the game, so much so that Gary Gygax said WotC's game was no longer even D&D.Some folks really like playing on hard mode. Your Mileage May Vary as always.![]()
Individual tastes always vary. Though whether TSR-era Thieves are bad in combat and have terrible chances of using most of their skills is simple to see if you just read the text and look at the numbers.
I've spent a lot of time playing these editions in the past five years, in particular. Right now I'm running both an M-U and a Thief in an OSE game, though the DM has implemented house rules to help them both.
That's a lot for the 4d10 (avg 22, max 40) + con bonus per level that a 4th level fighter gets. 18 con and a little above average rolls or 15-17 con and really good rolls.4 levels as a fighter, and obtaining 42hp
Really? Climb walls started at 85%, even slightly-slippery dropping that to 70%. With no armor your base at 1st level increased to 95% and just 90% to slightly-slippery services. You should have been making those most of the time. Depending on what you are climbing and why, using spikes and ropes to harness yourself helped stop much of any falling damage in my experience.My only viable 1st-to-5th level 1e Thief was reasonably viable because 1) 18 Dex, 2) wearing no armor for the additional bonuses to Thief skills, and 3) dual-classed into Thief only after first gaining 4 levels as a fighter, and obtaining 42hp and bracers of AC6-7ish along the way.
Those 42hp especially made survival as a 1st level thief a lot more likely when you fell off that wall.