Played and DMed it. Pros you could create a pc of any level in 5 minutes. This was also a con.
The requirements to make certain classes isn’t gatekeeping, it reflects the difficulty of training those classes experience.
The requirements to make certain classes isn’t gatekeeping, it reflects the difficulty of training those classes experience. A ranger or Paladin is like an Army Ranger or Navy Seal and it’s not gatekeeping to give them harder requirements. You have to be a resilient bad ass to make the grade and I wholly endorse that.
I'm with you.Ultimately I came to the conclusion that I'd rather play the modern version. So I'm converting my megadungeon to 5E. But the 1E books stay on the shelf - lots of great information I can still glean from them, the DMG and the monster books in particular.
I have many feelings about this. But I'll just say, this was a terrible rule in AD&D, and one I would either house rule, or better yet - just not play AD&D.
LOL! I am just the opposite. When we switched from 1e to 4e I ditched my 20 pages of AD&D rules for about 2-3 pages for 4e and down to 1-2 pages for 5e.
Even without the rotating cast of players, having some classes be less common than others is fine. (particularly Paladin, which without serious redesign can often just be a headache)From what I have gleaned, and I could be completely wrong, EGG's original concept of D&D was that the DM would run a continuous world, with a fairly fluid, rotating cast of players dropping in and out, almost like an MMO. So the idea was that a Paladin should be rare in the world, as should the Ranger.
Why?From a DM perspective, running the sort of game where Lord Robilar can fly in on his carpet one day and completely ruin the ToEE for a different party, it makes sense. But for the game most people actually ended up playing, where a group of four or five friends would play together for a long time, having classes gated behind randomized ability scores is nonsensical.
Some might say this is a very strong feature.If you don't have 20 different players rotating in and out of your table, you might never see a Paladin.
Yes you would. It's easy:
That the drawbacks are removed isn't the fault of the drawbacks, or of the designers, it's the fault of the DMs who removed them or failed to enforce them. The drawbacks exist for a reason: to intentionally make an otherwise-powerful class harder to play. Philosophy: no bonus without corresponding penalty; something later editions have sadly failed to maintain.But this led to the second issue; terrible balancing. Every ... single ... time .... in AD&D that something awesome was given, it was usually balanced in a terrible and stupid way. We see this in the original rules (Paladins can't adventure in mixed parties, strictures on gold and magic items and so on) and we keep seeing it as the game progressed (wanna be a cool drow? great, don't go in the sun; wanna be a cool barbarian? great, don't hang out with them spellcasters).
Speaking from my own, anecdotal and observed experience ... when you try to "balance" awesome features with drawbacks that are nearly unplayable, the drawbacks get removed or forgotten or otherwise ignored, which means they aren't really drawbacks, and therefore don't balance.
I think there's a lot of positive to be said for random and procedural generation of characters; as you say, it reinforces that the focus of the game is on skilled play through the adventure rather than on development of specific character arcs.What it does is force a different mindset, where instead of showing up to roll-up night with your character already fully formed in your head, you instead don't start thinking about character concepts until AFTER you see what the dice give you to work with.
That's just it - high stats don't guarantee anything.When I last ran 1e, I told people that if they wanted to play a class and didn't qualify for the stats, they could siphon points from other scores. I wanted people to be able to play what they wanted to play. We had a paladin and a barbarian. I'm pretty sure that the barbarian fudged his stats anyway, but his character still ended up being the first to die.