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<blockquote data-quote="AbdulAlhazred" data-source="post: 8920324" data-attributes="member: 82106"><p>I would not characterize AD&D as working in this mode. I mean, D&D itself is pretty primitive in terms of just barely HAVING rules, so its kind of its own thing, but classic D&D in the AD&D paradigm is much more of a "it is written thus..." kind of game. Certainly when it comes to casting it is intended for things to work in a pretty specific way, according to the spell casting rules and the text of the spell. You can create 'off label uses', for sure, and there are many ambiguities, but the 1e DMG pretty much makes it clear that the DM's job is to crush 'creative' uses that bypass usual game limits. OTOH I'd be more in agreement that the combat system and exploration rules are more amenable to such creativity. </p><p></p><p>The real problem with classic D&D (and I will include 3.x and 5e here as they aren't meaningfully distinct) is that the core paradigm is to put all the plot elements completely in the hands of the GM, with virtually no exceptions. This means any player creativity is basically always going to be asking to get something from the GM. When [USER=6696971]@Manbearcat[/USER] talks about his 1, he's basically flat out saying "D&D as normally conceived need not apply here." 4e, or some very diligently self-policed techniques of running 5e (or I suppose AD&D though I never saw it happen in those days) CAN do it (4e rather well) but really you need to play other systems if you want to unleash everyone at the table to the highest degree.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8920324, member: 82106"] I would not characterize AD&D as working in this mode. I mean, D&D itself is pretty primitive in terms of just barely HAVING rules, so its kind of its own thing, but classic D&D in the AD&D paradigm is much more of a "it is written thus..." kind of game. Certainly when it comes to casting it is intended for things to work in a pretty specific way, according to the spell casting rules and the text of the spell. You can create 'off label uses', for sure, and there are many ambiguities, but the 1e DMG pretty much makes it clear that the DM's job is to crush 'creative' uses that bypass usual game limits. OTOH I'd be more in agreement that the combat system and exploration rules are more amenable to such creativity. The real problem with classic D&D (and I will include 3.x and 5e here as they aren't meaningfully distinct) is that the core paradigm is to put all the plot elements completely in the hands of the GM, with virtually no exceptions. This means any player creativity is basically always going to be asking to get something from the GM. When [USER=6696971]@Manbearcat[/USER] talks about his 1, he's basically flat out saying "D&D as normally conceived need not apply here." 4e, or some very diligently self-policed techniques of running 5e (or I suppose AD&D though I never saw it happen in those days) CAN do it (4e rather well) but really you need to play other systems if you want to unleash everyone at the table to the highest degree. [/QUOTE]
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