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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Common House Rules for AD&D?
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<blockquote data-quote="Willie the Duck" data-source="post: 9443670" data-attributes="member: 6799660"><p>Joking aside, I remember bitd* buying into the notion that 'AD&D' should stand for the original game and not AD&D 2nd edition as well*. Nowadays that comes off to me like someone who insists on calling penny-farthing/high-wheeler old-timey bicycles 'ordinaries,' no matter how much conversational confusion it causes. </p><p><span style="font-size: 10px">*and to say something about both of them needing to specify it somehow, like <em>'the two AD&D editions'</em> or the like.</span></p><p></p><p></p><p>It does not look like the cleric spellbooks were mentioned in Supplement I, where it is clarified that Magic Users don't know all the spells of appropriate level. I think it would have changed the ongoing developing game significantly if clerics had to keep spell (/prayer) books and go around learning spells as magic users did.</p><p></p><p>Some of the incentivization structures in the game seem strange. I had thought that high-level spells were initially intended mostly for NPC use against the PCs (whom rarely were played to those levels), in which case I would think an evil cultist cleric of the quasi-demigod TharglsnrrelgX ought to be the ones throwing around the highest-level spells. </p><p></p><p></p><p>I tend to agree, however the base system didn't give great alternatives. I don't think a specific solution ever materialized after it became clear that many groups weren't playing west march games*. The cleric could get the team up and ready** so much faster than natural healing, it would feel bad <u>not</u> to use such an option. I get why they did things like 5e making natural healing so*** good or 3e making clerics still the healbots, but also really powerful***. I almost wish clerics had their healing as a separate pool, or there was more guidance on alternates (clear concise rules on using in-city healers, for instance). </p><p><span style="font-size: 10px">*where your PC could sit out 18 days to heal up the 18 hp they were down because you had 3 other PCs to play.</span></p><p><span style="font-size: 10px">**to go up against that which much of the game was designed: PCs would to enter the dungeons at full health.</span></p><p><span style="font-size: 10px">***I said I got it, not that I didn't see problems with these solutions</span></p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9443670, member: 6799660"] Joking aside, I remember bitd* buying into the notion that 'AD&D' should stand for the original game and not AD&D 2nd edition as well*. Nowadays that comes off to me like someone who insists on calling penny-farthing/high-wheeler old-timey bicycles 'ordinaries,' no matter how much conversational confusion it causes. [SIZE=2]*and to say something about both of them needing to specify it somehow, like [I]'the two AD&D editions'[/I] or the like.[/SIZE] It does not look like the cleric spellbooks were mentioned in Supplement I, where it is clarified that Magic Users don't know all the spells of appropriate level. I think it would have changed the ongoing developing game significantly if clerics had to keep spell (/prayer) books and go around learning spells as magic users did. Some of the incentivization structures in the game seem strange. I had thought that high-level spells were initially intended mostly for NPC use against the PCs (whom rarely were played to those levels), in which case I would think an evil cultist cleric of the quasi-demigod TharglsnrrelgX ought to be the ones throwing around the highest-level spells. I tend to agree, however the base system didn't give great alternatives. I don't think a specific solution ever materialized after it became clear that many groups weren't playing west march games*. The cleric could get the team up and ready** so much faster than natural healing, it would feel bad [U]not[/U] to use such an option. I get why they did things like 5e making natural healing so*** good or 3e making clerics still the healbots, but also really powerful***. I almost wish clerics had their healing as a separate pool, or there was more guidance on alternates (clear concise rules on using in-city healers, for instance). [SIZE=2]*where your PC could sit out 18 days to heal up the 18 hp they were down because you had 3 other PCs to play. **to go up against that which much of the game was designed: PCs would to enter the dungeons at full health. ***I said I got it, not that I didn't see problems with these solutions[/SIZE] [/QUOTE]
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