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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Favorite Obscure Rules from TSR-era D&D
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<blockquote data-quote="Willie the Duck" data-source="post: 9354467" data-attributes="member: 6799660"><p>I also found that a few +s and -s with specific weapon-armor pairings* usually got drowned out by magic weapon pluses or (in AD&D) the really playing-favorites weapon damage.</p><p><em><span style="font-size: 10px">*that honestly still favored a bunch of the otherwise-optimal weapons like 2h swords and lances anyways</span></em></p><p></p><p>Perhaps this is an abstraction of the notion that an intelligent foe will take advantage of a clear and obvious vulnerability? </p><p></p><p>Okay, a few of mine:</p><p></p><p>In theory, <em>Haste </em>is one of the best combat boosts in the game -- except that it kills your party members. Haste ages affected PCs. PCs who are magically aged need to make System Shock checks to survive the aging. Even the potentially 15+ Con front-liners you want to cast it on can have system shock checks in the 91-97% range, meaning you might have a 9% chance of killing the party member you were combat boosting. </p><p></p><p>Kind of a cheat, but let's look at <em>Chainmail</em>. A lot is made of how Heroes and Superheroes need to be hit by 4-8 regular attacks<em> in the same round</em> to drop (and what it would have done to D&D fighters if that logic was kept). However, a less realized one shows up in the Appendix D chart. Superheroes (level 8 fighters, as they could have been) can detect hidden or invisible foes. No specific reason, they just are that badass. Now imagine if <em>that </em>had made it into D&D.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9354467, member: 6799660"] I also found that a few +s and -s with specific weapon-armor pairings* usually got drowned out by magic weapon pluses or (in AD&D) the really playing-favorites weapon damage. [I][SIZE=2]*that honestly still favored a bunch of the otherwise-optimal weapons like 2h swords and lances anyways[/SIZE][/I] Perhaps this is an abstraction of the notion that an intelligent foe will take advantage of a clear and obvious vulnerability? Okay, a few of mine: In theory, [I]Haste [/I]is one of the best combat boosts in the game -- except that it kills your party members. Haste ages affected PCs. PCs who are magically aged need to make System Shock checks to survive the aging. Even the potentially 15+ Con front-liners you want to cast it on can have system shock checks in the 91-97% range, meaning you might have a 9% chance of killing the party member you were combat boosting. Kind of a cheat, but let's look at [I]Chainmail[/I]. A lot is made of how Heroes and Superheroes need to be hit by 4-8 regular attacks[I] in the same round[/I] to drop (and what it would have done to D&D fighters if that logic was kept). However, a less realized one shows up in the Appendix D chart. Superheroes (level 8 fighters, as they could have been) can detect hidden or invisible foes. No specific reason, they just are that badass. Now imagine if [I]that [/I]had made it into D&D. [/QUOTE]
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Favorite Obscure Rules from TSR-era D&D
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