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Hot Take: Dungeon Exploration Requires Light Rules To Be Fun
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<blockquote data-quote="Mannahnin" data-source="post: 9419908" data-attributes="member: 7026594"><p>AD&D is a very rules heavy game. A lot of younger players ignored a lot of the rules, but they're there.</p><p></p><p></p><p>They were thinking "let's trim 1E's unarmed combat rules down from three systems to one and simplify that one, while keeping it similar enough to be able to claim reverse compatibility."</p><p></p><p></p><p>I'm afraid you're misremembering. Variable damage by size is a core rule. Weapon vs armor type hit adjustments are a core rule. The most complex initiative system in the history of D&D is a core rule, as are its numerous exceptions and special cases (like potion onset times). The Pursuit and Evasion in Outdoor Settings rules with four different categories of percentile modifiers are a core rule. The item saving throw rules with eleven different types of saves for the fourteen different types of items are core. The Detection of Invisibility rules involving cross-referencing level or HD and intelligence (a 9x8 table) are core. The rules for flying creatures and aerial combat (DMG 49-53) including five different maneuverability classes with diagrams laying how how they turn on a hex grid are core.</p><p></p><p>Psionics is an example of an optional sub-system, though AD&D supplements and books were broadly published with the assumption that it was in use.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9419908, member: 7026594"] AD&D is a very rules heavy game. A lot of younger players ignored a lot of the rules, but they're there. They were thinking "let's trim 1E's unarmed combat rules down from three systems to one and simplify that one, while keeping it similar enough to be able to claim reverse compatibility." I'm afraid you're misremembering. Variable damage by size is a core rule. Weapon vs armor type hit adjustments are a core rule. The most complex initiative system in the history of D&D is a core rule, as are its numerous exceptions and special cases (like potion onset times). The Pursuit and Evasion in Outdoor Settings rules with four different categories of percentile modifiers are a core rule. The item saving throw rules with eleven different types of saves for the fourteen different types of items are core. The Detection of Invisibility rules involving cross-referencing level or HD and intelligence (a 9x8 table) are core. The rules for flying creatures and aerial combat (DMG 49-53) including five different maneuverability classes with diagrams laying how how they turn on a hex grid are core. Psionics is an example of an optional sub-system, though AD&D supplements and books were broadly published with the assumption that it was in use. [/QUOTE]
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