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History: OD&D to AD&D 1st edition
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<blockquote data-quote="SuStel" data-source="post: 3271499" data-attributes="member: 28997"><p>Gary repeats this in the Foreward to <em>Deities & Demigods</em>: "<strong>DEITIES & DEMIGODS</strong> is an indispensible part of the whole of <strong>AD&D</strong>. Do not fall into the error of regarding it as a supplement. It is integral to Dungeon Mastering a true <strong>AD&D</strong> campaign."</p><p></p><p>Just as the <em>Monster Manual</em> answered the question, "What can this monster do?", so does D&D answer "What can this god do?" It gives parameters to the gods, so the Dungeon Master has a framework to work with. This framework does several things:</p><ul> <li data-xf-list-type="ul">It determines the upper limit of character strength. "Furthermore, characters who become a match for [the gods] are obviously to be ranked amongst their number, no longer suitable for daily campaign interaction, but to be removed to another place and plane and treated accordingly." (p. 2)</li> <li data-xf-list-type="ul">It gives the limits of godly ability. "All of the leaders of the pantheons were given 400 hit points and the rest were scaled down from there." (p. 4) The maximum score for any ability score is set at 25.</li> <li data-xf-list-type="ul">It gives the baseline abilities of all gods, whether they are listed in the book or not.</li> <li data-xf-list-type="ul">It assigns alignments and planes to the gods.</li> <li data-xf-list-type="ul">It gives characters specific deities to worship.</li> <li data-xf-list-type="ul">It gives the Dungeon Master statistics to use should the player characters encounter the gods.</li> </ul><p></p><p>These rules are as important to the game as defining the racial limits of characters or defining when characters stop receiving hit dice. You don't have to <em>use</em> the rules, but they're what defines AD&D.</p></blockquote><p></p>
[QUOTE="SuStel, post: 3271499, member: 28997"] Gary repeats this in the Foreward to [i]Deities & Demigods[/i]: "[b]DEITIES & DEMIGODS[/b] is an indispensible part of the whole of [b]AD&D[/b]. Do not fall into the error of regarding it as a supplement. It is integral to Dungeon Mastering a true [b]AD&D[/b] campaign." Just as the [i]Monster Manual[/i] answered the question, "What can this monster do?", so does D&D answer "What can this god do?" It gives parameters to the gods, so the Dungeon Master has a framework to work with. This framework does several things: [list][*]It determines the upper limit of character strength. "Furthermore, characters who become a match for [the gods] are obviously to be ranked amongst their number, no longer suitable for daily campaign interaction, but to be removed to another place and plane and treated accordingly." (p. 2) [*]It gives the limits of godly ability. "All of the leaders of the pantheons were given 400 hit points and the rest were scaled down from there." (p. 4) The maximum score for any ability score is set at 25. [*]It gives the baseline abilities of all gods, whether they are listed in the book or not. [*]It assigns alignments and planes to the gods. [*]It gives characters specific deities to worship. [*]It gives the Dungeon Master statistics to use should the player characters encounter the gods. [/list] These rules are as important to the game as defining the racial limits of characters or defining when characters stop receiving hit dice. You don't have to [i]use[/i] the rules, but they're what defines AD&D. [/QUOTE]
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