DarkCrisis
Let her cook.
Because once you cut the wheat (like weapon/armor AC differences etc) from the chaff and house rule the Thief it’s very playable.
I was never able to talk a DM into letting me use it. And when I DM'd I told my players no on that one as well. When you're used to 4d6-L, that amount of dice for stats seems ridiculous.We bounced off that 9d6, 8d6, 7d6… system from UA when it came along, as being just too inflated for us.
You also can't overlook that it was 1e. The FIRST edition of AD&D. All the rest came after and built off of it. Just being the first of something gives a bit of added oomph and influence in the minds of a lot of folks.So basically, it comes down to how 1e rules were written so poorly* that everyone had their own house rules and/or ignored rules to make the game their own, which in turn meant of course it was better than any subsequent edition because those editions weren't your rules you were currently playing with. Plus, the aesthetic was freaking cool man!
*context is important. 1e rules are awful by modern standards. All over the place and contradictory in others, and not easily parsed. But compared to OD&D, they were a huge improvement. And they deserve credit since the genre was still pretty new.
I think this was pretty common, yeah, to multiclass if you were going to have a thief character, so you brought other abilities to the table.Except for one case, every thief I saw in 1E or 2E was a multiclassed character. The one case was a party where people played more than one character, so I played a thief who always was uber cautious and rarely got into direct combat and a elven fighter/magic-user.
No, not always. There was no "Find traps" ability in OD&D or Holmes Basic. It wasn't introduced until the 1978 PH.As for finding and then disarming traps, isn't that how it has always worked (and still works)?
That makes perfect sense- you guys found a way to run it, probably due to smart DMs, which didn't necessitate running the terrible odds (a 7th level human Thief has a 50% chance to succeed at either skill, which of course means a 25% chance of passing both in any given instance) of just having to make both percentile rolls.Finding a trap without disarming it can still be a very useful thing and it feels weird to auto lump it in with disarm as an example of an even worse chance to succeed. We often found traps and then tried to find a way to safely set it off, or find another route, rather than risk disarming unless absolutely necessary.
I think it's a pretty reasonable argument. The most exciting traps I know of in pop culture are the ones in Raiders of the Lost Ark, and they're all obvious or their presence can be easily intuited. The interesting part is overcoming what the audience knows is certain death, not Indiana Jones carefully poking each block with a 10' pole.It's a pretty common position in the OSR to argue that hidden traps tend to result in boring play, with players incentivized to spend a lot of time "pixel-bitching", exhaustively checking for them, or just resigning themselves to periodic "gotchas" which zap them for random damage. A lot of folks advocate for a combination of A) obvious traps, which are visibly dangerous and encourage players to engage with them using logical problem solving and the dialogue loop, and B) making hidden traps infrequent, and signposting/hinting at them in some way, which makes them less of a gotcha.
I found this myself in my three year 5TD & B/X game, where I had a lot of hidden traps and it did slow down play. My players got trained to be really cautious. I've since cut down on them and the games flow better and play faster.
After Take 10 debuted in 3e, one of my players cottoned on to the possibilities of speeding play with it while finding traps. As they explored a trap-riddled gnomish ruin, his rogue, who was well designed for being a trap finder, took 10 on searching for traps as they explored except for specific instances when examining special features. It GREATLY simplified the process. Same with using passive perception in 5e. We haven't audited pixels in many years now.It's a pretty common position in the OSR to argue that hidden traps tend to result in boring play, with players incentivized to spend a lot of time "pixel-bitching", exhaustively checking for them, or just resigning themselves to periodic "gotchas" which zap them for random damage. A lot of folks advocate for a combination of A) obvious traps, which are visibly dangerous and encourage players to engage with them using logical problem solving and the dialogue loop, and B) making hidden traps infrequent, and signposting/hinting at them in some way, which makes them less of a gotcha.
I found this myself in my three year 5TD & B/X game, where I had a lot of hidden traps and it did slow down play. My players got trained to be really cautious. I've since cut down on them and the games flow better and play faster.
or making a houserule like I've done in my 5e games with rogues:It's a pretty common position in the OSR to argue that hidden traps tend to result in boring play, with players incentivized to spend a lot of time "pixel-bitching", exhaustively checking for them, or just resigning themselves to periodic "gotchas" which zap them for random damage. A lot of folks advocate for a combination of A) obvious traps, which are visibly dangerous and encourage players to engage with them using logical problem solving and the dialogue loop, and B) making hidden traps infrequent, and signposting/hinting at them in some way, which makes them less of a gotcha.
AD&D 2e did have a rule for triggering on a failed roll, though it was not all failed rolls.That "risk disarming" bit, though, implies that you guys run it that a failed disarm roll automatically sets off the trap? I know neither edition of AD&D says that happens.
Which is funny, because every game of 1e and 2e I ever played, the DM always set the trap off on a failure. One of those things where no one really checked the rule I guess.AD&D 2e did have a rule for triggering on a failed roll, though it was not all failed rolls.
2e PH page 56 in the thief class description under find/remove traps:
Once a trap is found, the thief can try to remove it or disarm it. This also requires 1d10 rounds. If the dice roll indicates success, the trap is disarmed. If the dice roll indicates failure, the trap is beyond the thief’s current skill. He can try disarming the trap again when he advances to the next experience level. If the dice roll is 96–100, the thief accidentally triggers the trap and suffers the consequences. Sometimes (usually because his percentages are low) a thief will deliberately spring a trap rather than risk a botched disarming attempt. This can have unpleasant side effects if he triggers it while standing in the wrong place."
So basically a 1 in 20 critical fumble rule.