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AD&D is not "rules light"
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<blockquote data-quote="Glyfair" data-source="post: 4832711" data-attributes="member: 53"><p>Plus, as it is coming out in this game, there are different flavor of "rules weight." </p><p></p><p>Is a game GM rules light?</p><p>Is a game player rules light?</p><p>Is it functionally rules light? (Because everyone avoids significant portion of the rules).</p><p>Is it chart light? (AD&D is not chart light, unless you compare it to Rolemaster)</p><p></p><p></p><p>AD&D had far more rules systems than the recent variations (3.5 and 4E). 3.5 and 4E are more cohesive in a rules sense. Most "rules" people count are part of one system. In AD&D you had all these rules that were completely different systems.</p><p></p><p>Look at unarmed combat for non-monks. It's nothing like armed combat (even the variations in The Dragon were usually completely different from armed combat). The surprise and initiative system seemed to be different systems mashed together in places. Psionic combat? Different from everything else. </p><p></p><p>Even at a basic level AD&D treated similar things differently. You had to completely change scales if you went outdoors (unless you were using spells).</p><p></p><p>Plus, there were all the rules that most left on the cutting room floor. How many times did you actually use weapon speeds, weapon lengths and modifiers based on armor class? </p><p></p><p>Detecting an invisible person had completely different rules for finding something hidden in a room. In fact, thieves had certain skills that non-thieves could use, but with completely different mechanics.</p><p></p><p>Now, some of this can be traced to the shifting of rules burden away from the DM. Remember, in AD&D players didn't even know what they needed to hit. The combat charts were all in the DMG (remember we had to wait almost 2 years from the release of the PHB to get them...unless you subscribed to The Dragon, when you got it a bit earlier).</p></blockquote><p></p>
[QUOTE="Glyfair, post: 4832711, member: 53"] Plus, as it is coming out in this game, there are different flavor of "rules weight." Is a game GM rules light? Is a game player rules light? Is it functionally rules light? (Because everyone avoids significant portion of the rules). Is it chart light? (AD&D is not chart light, unless you compare it to Rolemaster) AD&D had far more rules systems than the recent variations (3.5 and 4E). 3.5 and 4E are more cohesive in a rules sense. Most "rules" people count are part of one system. In AD&D you had all these rules that were completely different systems. Look at unarmed combat for non-monks. It's nothing like armed combat (even the variations in The Dragon were usually completely different from armed combat). The surprise and initiative system seemed to be different systems mashed together in places. Psionic combat? Different from everything else. Even at a basic level AD&D treated similar things differently. You had to completely change scales if you went outdoors (unless you were using spells). Plus, there were all the rules that most left on the cutting room floor. How many times did you actually use weapon speeds, weapon lengths and modifiers based on armor class? Detecting an invisible person had completely different rules for finding something hidden in a room. In fact, thieves had certain skills that non-thieves could use, but with completely different mechanics. Now, some of this can be traced to the shifting of rules burden away from the DM. Remember, in AD&D players didn't even know what they needed to hit. The combat charts were all in the DMG (remember we had to wait almost 2 years from the release of the PHB to get them...unless you subscribed to The Dragon, when you got it a bit earlier). [/QUOTE]
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AD&D is not "rules light"
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