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How close to the RAW did/do you play AD&D1?
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<blockquote data-quote="Celebrim" data-source="post: 5014721" data-attributes="member: 4937"><p>It wouldn't have been so bad. I'd done it for a few monsters (wyvern for example) and for monsters that used weapons (hobgoblins) before a bad experience with a player turned me off to 1e completely. </p><p></p><p>You have to remember just how tiny a 1e stat block was compared to a 2e or 3e stat block. When you play a more recent edition you are voluntarily taking on alot more fiddly details than I was doing even at the height of my 1e obsessiveness.</p><p></p><p>Adding a row to each 1e monster entry showing what it needed to hit a given AC was a one time investment in time that was a trivial edition to a stat block compared to a 3rd or 4th edition monster. Most monsters weapons could be clearly translated to 'dagger', 'short sword', 'broad sword', 'club', or 'mace'. </p><p></p><p>I left 1e for GURPS not because 1e was awkward and fiddly in combat, but because 1e didn't have a reasonable and unified way to handle non-combat skill challenges, because of fiddly problems with 'infravision' and invisibility and other hard to interpret regular events, because my favored class (thief) was utterly outclassed in combat by fighters and outside of combat by every spellcaster by 10th level, because I was tired of maintaining a system were increasingly so many of my rules were handwritten or in my head and felt cludgy, and honestly because being 'more realistic' had opened up so much game for me that I'd niavely reached a point where I thought 'if some realism is good, then more realism must always be better'.</p><p></p><p>3e was literally the game I was trying to make, and honestly there are three areas where the 1st edition rules are superior to the 3rd edition rules and one of them is 'weapon vs. AC modifiers'. I miss them alot, but 3rd edition has gained so much complexity in other areas that I've never been willing to bring them back (though I've thought of it).</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5014721, member: 4937"] It wouldn't have been so bad. I'd done it for a few monsters (wyvern for example) and for monsters that used weapons (hobgoblins) before a bad experience with a player turned me off to 1e completely. You have to remember just how tiny a 1e stat block was compared to a 2e or 3e stat block. When you play a more recent edition you are voluntarily taking on alot more fiddly details than I was doing even at the height of my 1e obsessiveness. Adding a row to each 1e monster entry showing what it needed to hit a given AC was a one time investment in time that was a trivial edition to a stat block compared to a 3rd or 4th edition monster. Most monsters weapons could be clearly translated to 'dagger', 'short sword', 'broad sword', 'club', or 'mace'. I left 1e for GURPS not because 1e was awkward and fiddly in combat, but because 1e didn't have a reasonable and unified way to handle non-combat skill challenges, because of fiddly problems with 'infravision' and invisibility and other hard to interpret regular events, because my favored class (thief) was utterly outclassed in combat by fighters and outside of combat by every spellcaster by 10th level, because I was tired of maintaining a system were increasingly so many of my rules were handwritten or in my head and felt cludgy, and honestly because being 'more realistic' had opened up so much game for me that I'd niavely reached a point where I thought 'if some realism is good, then more realism must always be better'. 3e was literally the game I was trying to make, and honestly there are three areas where the 1st edition rules are superior to the 3rd edition rules and one of them is 'weapon vs. AC modifiers'. I miss them alot, but 3rd edition has gained so much complexity in other areas that I've never been willing to bring them back (though I've thought of it). [/QUOTE]
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How close to the RAW did/do you play AD&D1?
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