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<blockquote data-quote="Water Bob" data-source="post: 5848569" data-attributes="member: 92305"><p><span style="color: blue">RE: The Handwavy System</span> - I love it, even prefer it. It's quick and fun.</p><p> </p><p>I find that most 1E AD&D GMs find a few types of rolls that they like, and they generally use them over and over. Players get used to the types of throws the GM calls for. Remember that, unlike most other editions of D&D, AD&D relied on Percentile Dice a lot. There are tons of examples in the DMG (not counting the Thief's abilities) that are plain % throws. I suggest that new 1E DMs simply default to % throws--because they're very easy to create on the spot--until better familiarity with the system is gained.</p><p> </p><p>The problem that may come up is a player used to 3E who cannot ajust himself to "trust" his GM, and he ends up arguing over ever call. </p><p> </p><p> </p><p> </p><p><span style="color: blue">RE: To Hit Chart in the Book:</span> Use THACO. Forget the charts.</p><p> </p><p> </p><p> </p><p> </p><p> </p><p><span style="color: blue">RE: House Rules in 1E AD&D:</span> The system inadvertantly begs GMs to create special rules. 1E AD&D is more about the GM making the game his own than any other edition of D&D, imo. (Though, I'm sure arguments to the same could be made for pre-AD&D based games.)</p><p> </p><p> </p><p> </p><p> </p><p> </p><p><span style="color: blue">RE: Weapon vs. Armor Modifiers:</span> The player should keep up with this. Once you start using them, they're not as difficult as it seems at first. And, people will quickly learn the modifier for your standard weapons that are used all the time. Your modifier is small, typically -1 or +1.</p><p> </p><p>For example, you don't even worry about armor adjustments with a long sword except for ACs 9-10 and ACs 2-3.</p><p> </p><p>Thus, next to the description and stats--wherever you keep that info for the weapon, just add in the info: </p><p> </p><p>AC 10: +2</p><p>AC 9: +1</p><p>AC 3: -1</p><p>AC 2: -2</p><p> </p><p>See how that's easy to remember? A lot of weapons are like this. Just check out the sheet until you get familiar with the weapon.</p><p> </p><p>Another way to think about the modifiers is to thing in terms of actual armor types rather than an AC number. Thus, the longsword is....</p><p> </p><p>+2 vs. No Armor.</p><p>+1 vs. Shield Only.</p><p>-1 vs. Splint/Banded mail and Shield, or platemail by itself.</p><p>-2 vs. platemail and shield.</p><p> </p><p>Anything else, the weapon is not modified. So, if the foe is wearing chainmail, we know that the longsword is not modified against it. Doesn't matter if it's normal chain or +3 chain, the armor modifier is the same.</p></blockquote><p></p>
[QUOTE="Water Bob, post: 5848569, member: 92305"] [COLOR=blue]RE: The Handwavy System[/COLOR] - I love it, even prefer it. It's quick and fun. I find that most 1E AD&D GMs find a few types of rolls that they like, and they generally use them over and over. Players get used to the types of throws the GM calls for. Remember that, unlike most other editions of D&D, AD&D relied on Percentile Dice a lot. There are tons of examples in the DMG (not counting the Thief's abilities) that are plain % throws. I suggest that new 1E DMs simply default to % throws--because they're very easy to create on the spot--until better familiarity with the system is gained. The problem that may come up is a player used to 3E who cannot ajust himself to "trust" his GM, and he ends up arguing over ever call. [COLOR=blue]RE: To Hit Chart in the Book:[/COLOR] Use THACO. Forget the charts. [COLOR=blue]RE: House Rules in 1E AD&D:[/COLOR] The system inadvertantly begs GMs to create special rules. 1E AD&D is more about the GM making the game his own than any other edition of D&D, imo. (Though, I'm sure arguments to the same could be made for pre-AD&D based games.) [COLOR=blue]RE: Weapon vs. Armor Modifiers:[/COLOR] The player should keep up with this. Once you start using them, they're not as difficult as it seems at first. And, people will quickly learn the modifier for your standard weapons that are used all the time. Your modifier is small, typically -1 or +1. For example, you don't even worry about armor adjustments with a long sword except for ACs 9-10 and ACs 2-3. Thus, next to the description and stats--wherever you keep that info for the weapon, just add in the info: AC 10: +2 AC 9: +1 AC 3: -1 AC 2: -2 See how that's easy to remember? A lot of weapons are like this. Just check out the sheet until you get familiar with the weapon. Another way to think about the modifiers is to thing in terms of actual armor types rather than an AC number. Thus, the longsword is.... +2 vs. No Armor. +1 vs. Shield Only. -1 vs. Splint/Banded mail and Shield, or platemail by itself. -2 vs. platemail and shield. Anything else, the weapon is not modified. So, if the foe is wearing chainmail, we know that the longsword is not modified against it. Doesn't matter if it's normal chain or +3 chain, the armor modifier is the same. [/QUOTE]
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