Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Favorite Obscure Rules from TSR-era D&D
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Willie the Duck" data-source="post: 9360973" data-attributes="member: 6799660"><p>Although this runs into the issue of DM adjudication. The spell description states that it creates a globe of light. whether it has a specific source and/or can be blocked by physical barriers (like said scroll tube) isn't clear. IIRC, one of the Gygax adjacent folks (Mentzer, I think, or maybe Mornard) stated that Gary played it that the radius would even go through walls, possibly tipping off enemies in other rooms to your presence. </p><p></p><p>The entire 'X class can't/won't ____{specific weapons, etc.}' always seemed to me to be some of the more gamist rules, in a 'these-are-board-game-pieces' manner. The rook moves in diagonals because that sets up in-game variation, so to with magic users using daggers and the monk not using oil. </p><p></p><p>I don't think it is just magic users. Certainly thieves also had a lot of rules making sure that attempting the tasks in which they are entrusted is a recipe for disaster. Characters with any complex rules seemed to invite making their best course of action not to use their abilities. </p><p></p><p></p><p></p><p>I've not run into people who didn't know it, but I think a lot of people didn't really care -- they were the character-building components you could actually choose, so darn right you were going to do so. Fundamentally, I think 2E had two different flavors it tried to support at once -- 1) themed characters, self- or campaign-specific constraints, and customization; and 2) the same dungeon crawls and deadly monsters as before. Exactly how NWPs or savage kit PCs using stone daggers or rapier-wielding swashbucklers were supposed to interact with level-drain-on-hit undead or instant-death poison traps or the same old treasure tables was always somewhere between a mystery and 'each table will figure something out.'</p><p></p><p>I think this highlights how the entire attribute concept is kinda arbitrary. If <a href="https://dungeonsdragons.fandom.com/wiki/Ability_score#Development" target="_blank">this synopsis</a> is accurate, the pre-oD&D attribute list included everything from strength and health to looks and credibility to horsemanship. I don't feel that the average D&D game has enough use for looks to make it worth 1/6 or 1/7 of a total, but overall I don't think there's a strong enough through-line of 'this is what an attribute should be' to specifically exclude looks either.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9360973, member: 6799660"] Although this runs into the issue of DM adjudication. The spell description states that it creates a globe of light. whether it has a specific source and/or can be blocked by physical barriers (like said scroll tube) isn't clear. IIRC, one of the Gygax adjacent folks (Mentzer, I think, or maybe Mornard) stated that Gary played it that the radius would even go through walls, possibly tipping off enemies in other rooms to your presence. The entire 'X class can't/won't ____{specific weapons, etc.}' always seemed to me to be some of the more gamist rules, in a 'these-are-board-game-pieces' manner. The rook moves in diagonals because that sets up in-game variation, so to with magic users using daggers and the monk not using oil. I don't think it is just magic users. Certainly thieves also had a lot of rules making sure that attempting the tasks in which they are entrusted is a recipe for disaster. Characters with any complex rules seemed to invite making their best course of action not to use their abilities. I've not run into people who didn't know it, but I think a lot of people didn't really care -- they were the character-building components you could actually choose, so darn right you were going to do so. Fundamentally, I think 2E had two different flavors it tried to support at once -- 1) themed characters, self- or campaign-specific constraints, and customization; and 2) the same dungeon crawls and deadly monsters as before. Exactly how NWPs or savage kit PCs using stone daggers or rapier-wielding swashbucklers were supposed to interact with level-drain-on-hit undead or instant-death poison traps or the same old treasure tables was always somewhere between a mystery and 'each table will figure something out.' I think this highlights how the entire attribute concept is kinda arbitrary. If [URL='https://dungeonsdragons.fandom.com/wiki/Ability_score#Development']this synopsis[/URL] is accurate, the pre-oD&D attribute list included everything from strength and health to looks and credibility to horsemanship. I don't feel that the average D&D game has enough use for looks to make it worth 1/6 or 1/7 of a total, but overall I don't think there's a strong enough through-line of 'this is what an attribute should be' to specifically exclude looks either. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
D&D Older Editions
Favorite Obscure Rules from TSR-era D&D
Top