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DMs not playing by the rules (Forked Thread: What are the no-goes for you?)
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<blockquote data-quote="ggroy" data-source="post: 4858459" data-attributes="member: 83805"><p>I remember back in the 1E AD&D days, it would frequently take the DM fifteen seconds or more to look up various tables like the combat to-hit tables, weapon AC adjustments, etc .... to determine whether a player hits a monster or not. The weapon AC adjustment table lookups is what made things really slow down. Even when I wrote down the relevant lines from the weapon AC adjustment tables for the player's weapons, it still took at least 3 or 4 seconds to figure it out, and then go to the relevant combat table to determine whether a player actually hit the monster or not. (The weapon AC adjustment table in on page 38 in the 1E AD&D PHB).</p><p></p><p>Even in my games where I didn't bother using any weapon AC adjustments, it still took me at least 3 or 4 seconds to look up the right combat table to determine whether a player hit a monster or not. Sometimes I even wrote down the actual lines from the combat tables relevant for the players, but that didn't save much time.</p><p></p><p>In contrast, rolling a "defense roll" of d20 + (10-AC) for both players and monsters was actually a lot faster than having to look up all those tables.</p><p></p><p>I also remember the weapons speed factors and other stuff which made DM'ing 1E AD&D kinda messy and tedious, especially in conjunction with using the group initiative system. If the badguys and players both have the same dice rolls for initiative, the initiative becomes simultaneous where speed factors and other stuff come into play.</p><p></p><p>To avoid doing all this sort of stuff, I dropped the group initiative and speed factors stuff, and instead had every player rolling a d20 and adding in their dexterity reaction/attacking adjustment (on page 11 in the 1E AD&D PHB). (This is essentially the same way initiative is done in 3E/3.5E and 4E). I found it a lot easier doing this, than dealing with the speed factors and group initiative stuff.</p><p></p><p>I suppose my old 1E AD&D "house rules" of using a defense roll for both the players and badguys, along with every player rolling for initiative, made the combat move a lot faster than playing by the official 1E AD&D rules as written. The only part which took longer was every player rolling for initiative and writing down the order.</p></blockquote><p></p>
[QUOTE="ggroy, post: 4858459, member: 83805"] I remember back in the 1E AD&D days, it would frequently take the DM fifteen seconds or more to look up various tables like the combat to-hit tables, weapon AC adjustments, etc .... to determine whether a player hits a monster or not. The weapon AC adjustment table lookups is what made things really slow down. Even when I wrote down the relevant lines from the weapon AC adjustment tables for the player's weapons, it still took at least 3 or 4 seconds to figure it out, and then go to the relevant combat table to determine whether a player actually hit the monster or not. (The weapon AC adjustment table in on page 38 in the 1E AD&D PHB). Even in my games where I didn't bother using any weapon AC adjustments, it still took me at least 3 or 4 seconds to look up the right combat table to determine whether a player hit a monster or not. Sometimes I even wrote down the actual lines from the combat tables relevant for the players, but that didn't save much time. In contrast, rolling a "defense roll" of d20 + (10-AC) for both players and monsters was actually a lot faster than having to look up all those tables. I also remember the weapons speed factors and other stuff which made DM'ing 1E AD&D kinda messy and tedious, especially in conjunction with using the group initiative system. If the badguys and players both have the same dice rolls for initiative, the initiative becomes simultaneous where speed factors and other stuff come into play. To avoid doing all this sort of stuff, I dropped the group initiative and speed factors stuff, and instead had every player rolling a d20 and adding in their dexterity reaction/attacking adjustment (on page 11 in the 1E AD&D PHB). (This is essentially the same way initiative is done in 3E/3.5E and 4E). I found it a lot easier doing this, than dealing with the speed factors and group initiative stuff. I suppose my old 1E AD&D "house rules" of using a defense roll for both the players and badguys, along with every player rolling for initiative, made the combat move a lot faster than playing by the official 1E AD&D rules as written. The only part which took longer was every player rolling for initiative and writing down the order. [/QUOTE]
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