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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
How about a little love for AD&D 1E
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<blockquote data-quote="Willie the Duck" data-source="post: 8960939" data-attributes="member: 6799660"><p>In many cases, it is because one was really coming <em><u>back</u></em> to D&D as a whole from one of the many other games that had come to the fore since AD&D had come out (GURPS, Shadowrun, WEG Star Wars, White Wolf, and so on). So it wasn't really moving on so much as decidedly not doing what you had just been doing and then deciding which thing to try next -- that thing you've already done many times before or trying something new with unknown potential (I'm sure the food/restaurant industry has lots of research on the ratios for that situation).</p><p></p><p>That said, and I'll try to keep this light based on this being a (not-quite-declared) + thread. There are reasons not to have issues with AD&D(1E or both), certainly enough to look into alternatives. Racial level limits, racial class exclusions, few weapons other than longswords being optimal unless using the WvsAC charts so many people didn't want to use, rulership being a key high-level class feature that likewise to which many had no use, low-level magic users contributing just a few spells (often win-button if they chose presciently) and otherwise hanging back and lobbing oil flasks but then high-level magic users disproportionately dominating, thieves being thematically flavorful but hamstrung in many ways, repeated cascades of good fortune being rewarded with further good fortune (good stat rolls leading to upgrade class options, etc.), admonitions not to run Monty Haul campaigns but little guidance on what a non-MH benchmark would be (such that starting at higher levels could consistently avoid this), many of the overall rules working best under the dungeon-crawl play assumptions (that for many people was a sometimes-treat kind of playstyle) and lurching into unintended consequences if the playstyle was different (all of which could be fixed with houserules, but that requires DM skill and at that point, what's holding you there instead of trying something else?). Also character customization which others have covered well.</p><p></p><p>So there were reasons. 3e (or the hype surrounding it) promised answers for a lot of the things one or another person had listed as a major issue they had with AD&D (or TSR-A/D&D in general). It had some, caused other issues, and sometimes gave people exactly what they asked for (which turned out not as satisfying as hoped). Some eventually came around to thinking they didn't want what 3e was selling (or the benefits were insufficient compared to the downstream consequences), and hence the OSR.</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 8960939, member: 6799660"] In many cases, it is because one was really coming [I][U]back[/U][/I] to D&D as a whole from one of the many other games that had come to the fore since AD&D had come out (GURPS, Shadowrun, WEG Star Wars, White Wolf, and so on). So it wasn't really moving on so much as decidedly not doing what you had just been doing and then deciding which thing to try next -- that thing you've already done many times before or trying something new with unknown potential (I'm sure the food/restaurant industry has lots of research on the ratios for that situation). That said, and I'll try to keep this light based on this being a (not-quite-declared) + thread. There are reasons not to have issues with AD&D(1E or both), certainly enough to look into alternatives. Racial level limits, racial class exclusions, few weapons other than longswords being optimal unless using the WvsAC charts so many people didn't want to use, rulership being a key high-level class feature that likewise to which many had no use, low-level magic users contributing just a few spells (often win-button if they chose presciently) and otherwise hanging back and lobbing oil flasks but then high-level magic users disproportionately dominating, thieves being thematically flavorful but hamstrung in many ways, repeated cascades of good fortune being rewarded with further good fortune (good stat rolls leading to upgrade class options, etc.), admonitions not to run Monty Haul campaigns but little guidance on what a non-MH benchmark would be (such that starting at higher levels could consistently avoid this), many of the overall rules working best under the dungeon-crawl play assumptions (that for many people was a sometimes-treat kind of playstyle) and lurching into unintended consequences if the playstyle was different (all of which could be fixed with houserules, but that requires DM skill and at that point, what's holding you there instead of trying something else?). Also character customization which others have covered well. So there were reasons. 3e (or the hype surrounding it) promised answers for a lot of the things one or another person had listed as a major issue they had with AD&D (or TSR-A/D&D in general). It had some, caused other issues, and sometimes gave people exactly what they asked for (which turned out not as satisfying as hoped). Some eventually came around to thinking they didn't want what 3e was selling (or the benefits were insufficient compared to the downstream consequences), and hence the OSR. [/QUOTE]
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How about a little love for AD&D 1E
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