AD&D First Edition inferior?

Moorcrys said:
Hey all,

Since oAD&D was SO much about straight archetypes, character was how you played it, rather than whether or not you took 2 levels of rogue so that your front-loaded ranger could get evasion

Cheers,

Moorcrys

I guess that depends on who you gamed with. The only time I saw a human thief was when I played one myself, since being a halfling "front loaded" your thief character. And the last time I checked, there where many more examples of human thief fantasy characters compared to the two hobbit characters we all know and love.

"And there was this one time, at my DND game, where my 20th level half elf ninja/ranger/fighter took on a red dragon with a vorpal blade and a girdle of giant strength."
 
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Greetings!

Well, I played 1st Edition D&D for some ten or twelve years, and it was a great system. However, times change, new developments form, and better ways of doing things have come along. I certainly think in most things, 3E is far superior to 1st Edition. It is cleaner, more elegant, and gets rid of all of the odd nonsense rules that we had to explain away with house rules so many times it became tedious. Multiclassing, racial limits, and so on. The list is huge. So 3E has done it right. 1E definitely had the edge though in flavour and atmosphere, as well as not being swallowed in political correctness.:) But happily, those things are elements that I can easily change in my own campaign world, so it's not a problem.:)

As for Cavaliers, what can't you make an effective Cavalier in 3E with? What is a Cavalier if not a specially trained mounted knight, with a aristocratic background and a particular world-view?

I suppose I don't get how if you liked the 1st Edition Cavalier you can't simulate the same wonderful class concept in 3E. I certainly do so all the time in my own campaign!:)

Semper Fidelis,

SHARK
 

oooh

A Red Dragon with a Vorpal Blade and a Girdle of Storm Giant Strength. Now there's a worthy opponent... :-)

Or did you mean that the character had a Girdle of Storm Giant Strength and a Vorpal Blade?

Tarek
 

Piratecat said:


Don't you believe it! The game is 10 years old, and the highest level PC is 19th level. You do the math. We average a level every 12 sessions. Slow, but we all like it. It makes for really well-rounded characters.
*snip*

Shhh! You're ruining my jokes. :p
 

Unfortunately, I really don't have time to review the whole thread, but I do want to repost my responce to a specific challenge of what I said, even if probably it has already been covered.

Although the material itself offers a lot more flexibility, not even mentioning the 3rd party d20 options, you have to consider the gaming culture. Homebrew rules were par for the course when 1e was around. That is true now, but I see a lot more people now that play 'by the books' than I ever did 15 or 20 years ago. How do you think all these other RPGs came to be?

I think that is a very suprious arguement. Homebrew rules were par for the course in 1 ed. because they were so clearly needed. This is evidence that the rules set was bad, not that it was good. However, there are plenty of house rules in 3rd. ed. as well, often to fill inadequisies in the rules true, but it is a testimony to how well the rules work that they can be used as is without problems.

However, that isn't what I meant by flexiblity. What I meant by flexibility is the ability of the system to change settings with the minimum of new house rules - which is entirely the opposite of what you are talking about. If a setting needs a bunch of house rules to meet the demands of a different setting then it is rather inflexible. It is very easy to adopt firearms rules to 3rd. edition, for example, but firearms were always problamatic for 1st. edition and even the best of them never felt right. You can play a very good D20 spy game or space opera (or as Call of Cthulu proves) even a Horror game. Try that with 1st edition rules.

AND, moreover, if your judge of flexibility is how much creativity it provokes, D20 has probably unleashed the single biggest spurt of creativity since gaming began. Where did all those other games come from you ask? They come from game referees and game designers who were disatisfied with AD&D and decided it would be simplier to scrap its rules and start fresh than house rule them. Where are all the new games coming from you ask? They come from game referees and game designers that are exicited about the possibilities of using the D20 system. That I think speaks for itself.

However, if you want to see D20 in action read Cthulu D20 or the Wheel of Time game for how very minor changes can have big impacts in 'game feel' without adding lots of tables and other complexity.

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'elegant',
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What exactly does that mean?

I mean the property of achieving complexity from a simple set of premises. A rules set is elegant if you can apply the same set of rules to any situation without writing numerous special cases. D20 is a very elegant game system, on par with something like GURPS, and maybe more so because D20 is even more simple (though the results are less complex).

The term is NOT insubstantial. Let me give you some examples. First editions 'skill set' began with 'thief skills' which used thier own mechanic, and 'weapon proficiencies' which used thier own mechanic. In order to simulate 'skills', 1st edition successively added a variaty of things, 'secondary professions', non-weapon proficiencies and so forth, each of which added thier own separate mechanic. Any time a new class was introduced that depended on skills (say an alchemist or a mariner or a merchant), you had to introduce new and independent mechanics that weren't necessarily shared by any other class. That is not elegant.

Third edition is not as elegant in its skills as say GURPS, but it is a significant improvement over 1st edition.

Finally, I totally disagree that their are more supplements, errata, and confusing advice than 1 ed. had in its whole run. That is a ridiculous statement.

So that's why they keep releasing all those splat books, supplements, 3rd party class/race books, etc etc etc. 1e, 2e and 3e all have one thing in common. All you need to play is the PHB, DMG and MM. Hell, with 1e, you didn't even need a MM, since the DMG had monster charts with the basic 'stat block' stuff in them.

I actually manage quite well with only the PH and the SRD in 3rd. edition. If I pick up anything else it will probably be some of the excellent material Green Ronin is publishing.

However, to address your complaint, by 'complete' I mean that the rules are such that most additions to them is only an extension of existing mechanics. If you played 1 ed. the way I played 1 ed. you needed at minimum, the PHB, the DMG, at least 1 MM, the Wilderness Guide, and a variety of Dragon magazines (and latter the 2nd edition splat books), just to be able to follow along. Remember, the PHB didn't have the saving throw tables in the DMG, or the attack tables, skills weren't introduced till years latter, and the widely used criticals were an option mainly for those that had 'The Best of Dragon', etc., etc., etc.. The whole D20 system sans experience was basically introduced in the PHB and everything since that has just been more options. The Unearthed Arcana was a collection the same sort of extra 'fluff'. UA didn't alter the system just built on it. Some people like it, some didn't. Splat books; same thing.

"I suppose you mean the 'always high' and 'one roll to rule them all' concepts. Sure, consistent, but I've yet to meet anyone (except online) who really had that much trouble with 1e/2e dice mechanics."

Well, yes. It is not that those mechanics could cause trouble, it is simply that having +5 shields ADD to AC and not SUBTRACT from it is more consistant and well, elegant. It shows that thought went into simplifying the system even in areas were the learning curve was, as you point out, not that steep.

1e/2e balance relied heavily on what I call the 'low/high' concept. Some classes/races start out powerful and taper off, others start weak and ramp up. In the big picture, balance is achieved. 3e abandoned this in favor of making everyone kick ass right from the start. I don't consider this a good thing, YMMV.

Did you attually play 1st edition much? I'm inclined to wonder. Please explain to me what thieves were good for except tool boxes? And I might argue that they weren't even very good at that, since rapidly other classes gained surpassing abilities. Please explain to me what good clerics were except as healers? Please explain to me how the game retained its play balance once average party level got up over 8 or 9? The only class that 'started weak' and ramped up was the Magic User (and latter the Druid once they introduced the Heirophant levels). In the big picture balance was most certainly not achieved. Third edition lets every class pitch in all the time, and comparitively, third edition characters are much weaker than first edition characters compared to the challenges they face. All 1st edition modules scale up (at least all the ones I'm familiar with) and cannot be played by characters of the same level as originally intended. They do not 'kick ass right from the start' nearly the way a low level fighter in plate mail with weapon specialization did in 1st edition.

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simpler
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VERY debatable! Case in point, explain to me, in 20 words or less, without pointing me to a passage to read, how attacks of opportunity work in 3e.

HA! Explain to me in 20 words or less the mechanics that the AoO replaced!

Still thinking? Some of you are probably thinking, 'What mechanics?' In part you are right, because many of the situations that AoO cover would have been covered by DM fiat in 1st edition, and for the rest the mechanics were so complex, vague, and poorly written that almost nobody used them, and involved some serious 'messing' with things like weapon speed, reach, initiative, etc.

In 20 words or less, AoO: "If you drop your guard while within reach of an enemy, they may make an extra attack."

All the other rules regarding AoO's simply provide increasing degrees of realism and specify exactly what 'dropping your guard' means so that thier isn't quarrelous debate by rules lawyers. However, had 1st edition ever provided anything like such a clear rule, I would have rejoiced.

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and in general meets the goals of good game design
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Where might the unenlightened among us find these 'rules'?

There are a variety of books on the subject. Gygax himself wrote at least one; if I remember correctly it was called something like 'Role Playing Mastery'. Richard Garfield and others use to write extensively about gaming theory in general in the back of Dragon. Please go read. These 'new school' thoughts are a good 20 years old.
 
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johnsemlak said:
Typical 3e adventuring party: Human multiclass Paladin/Wizard/Cleric with an open locks and find traps skill and an Arcane Archer prestige class.

So now we can have "one hero" parties just like every other fantasy novel?

Sounds fine to me!


Cedric.
aka. Washu! ^O^
 

Theuderic said:
Does anyone have any feelings regarding AD&D First Edition being called "inferior" by some people?

Well... All I know is that as soon as EQ DMG comes out, I'm gonna get some trade credit at the FLGS! (:

As an AD&D GM, I had **so** many headaches with combat. Haven't GM'ed 3e yet, but it seems to have taken care of the most common combat situations I've encountered.

No tower shield rushes at orcs behind furniture barricades (where the PC monk is fighting because he forgot his "lawful" alignment), though. (:


Cedric.
aka. Washu! ^O^
 

Celebrim said:
I think that is a very suprious[sic] arguement. Homebrew rules were par for the course in 1 ed. because they were so clearly needed.

Indeed. I have found that my "house rules" for 3e are a fraction of what they were for 1e and 2e, and the ones that I do have are mostly taste tweaks vice tweaks to make the system make sense or... well, work.

1e and 2e taught me a lot about game design. I had an old import pickup that taught me a lot about auto mechanics, but that is hardly an accolade of how great the pickup was.


In order to simulate 'skills', 1st edition successively added a variaty of things, 'secondary professions', non-weapon proficiencies and so forth, each of which added thier own separate mechanic. Any time a new class was introduced that depended on skills (say an alchemist or a mariner or a merchant), you had to introduce new and independent mechanics that weren't necessarily shared by any other class. That is not elegant.

Just so.


Third edition is not as elegant in its skills as say GURPS, but it is a significant improvement over 1st edition.

That I'll differ on, but that's another argument.
 
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Voneth said:
... Hell, any real DND player would use the REAL 1st ed that came in the box and was a white booklet, not that mislabled monstronsity of more than 100 pages!...

finally we agree. if you read my first post on this thread or half a dozen other message boards you will see this has always been my stance. :D

however, my version included 3 booklets with a wood grain coloring.

unless you are talking about the xeroxed version that people passed around before they went to print. ;)
 

Not to throw another wrench into the works, but...

I think it's true that BAB is superior to THACO...generally.

In fact, I used that mechanic in my AD&D gaming for quite a while before 3e even came out--I borrowed the idea from 4e Gamma World (and always wondered why I'd never thought of it myself).

I switched back to THACO for my Basic D&D campaign though. You see, THACO is actually superior for my purposes. :eek:

IMC, attackers can score an additional point of damage for every -1 penalty To Hit (with the caveat that the required To Hit number can't be raised above 20), and this is MUCH easier to figure out using THACO, since it provides the actual number needed to roll on the attack die (and this can then be increased by any amount up to 20).

Just another example of how opinions on what is inferior/superior can differ--it really just depends...
 

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