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Im getting OD&D on friday..What can I expect?
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<blockquote data-quote="thedungeondelver" data-source="post: 3454665" data-attributes="member: 34865"><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Yes and no. There is a great deal of rules clarification in early core <strong>AD&D</strong> (and some rules were made more complex as well). With that said there is much that <em>wasn't</em> included in <strong>AD&D</strong> from the supplements. Dave Arneson's assassins-are-true-neutral, psionics were changed somewhat, alignments went from three to nine - a <strong>lot</strong> of "optional" material discussed in <strong>THE STRATEGIC REVIEW</strong> and <strong>THE DRAGON</strong> became by the book. The <em>methodologies</em> outlined in supplemental material were brought to the forefront in <strong>AD&D</strong> but many of the actual formulas changed. </span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Example: in <strong>SUPPLEMENT I: GREYHAWK</strong> a new method of assigning XP rewards per monsters overcome is proposed, based on hit dice and any additional "special" abilities a monster might have (spells, psionics, poison, additional attacks like breath weapons or the crush attack of a werebear, etc.). In <strong>THE DUNGEON MASTERS GUIDE</strong> this is brought over but in a more granular form: now we have XP by monster's hit dice, plus per hit-point according to hit dice (an up to 1 HD monster awards 1 XP per HP, a 2HD 2, and so forth) and awards are now given for <em>exceptional</em> abilities as well. Thus dragons get an additional XP value based on their <em>special</em> abilities (multiple attacks, breath weapon attack) and another for <em>exceptional</em> abilities (spellcasting and, in the case of some dragons, innate invisibility detection and ESP).</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">It is beyond the scope of a simple post in a web-forum to give any real depth to a discussion about the differences between <strong>D&D</strong> and <strong>AD&D</strong>; the best recommendation I can make is this: play <strong>D&D</strong> for a while. Introduce other elements such as the supplements and <strong>THE STRATEGIC REVIEW</strong> and <strong>THE DRAGON</strong>. Work forward adding as you see fit. One of two things will happen: either you will create a workable whole that suits you and your group perfectly and you'll have such a "groove" that you won't feel the need to move to <strong>AD&D</strong>, <em>or</em> you'll reach a point at which chasing data across four supplements, countless printouts from the abovementioned magazines and two disparate combat system rulebooks (<strong>CHAINMAIL</strong> and <strong>SWORDS & SPELLS</strong>) becomes a maddening task and you'll wish to simplify by jumping to <strong>AD&D</strong> and having everything under one roof.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Whichever system you elect to use, or if you hybridize between the two, I feel that you'll have one of the the richest <strong>D&D</strong> gaming experiences one can either as player or DM</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p></blockquote><p></p>
[QUOTE="thedungeondelver, post: 3454665, member: 34865"] [font=century gothic] Yes and no. There is a great deal of rules clarification in early core [b]AD&D[/b] (and some rules were made more complex as well). With that said there is much that [i]wasn't[/i] included in [b]AD&D[/b] from the supplements. Dave Arneson's assassins-are-true-neutral, psionics were changed somewhat, alignments went from three to nine - a [b]lot[/b] of "optional" material discussed in [b]THE STRATEGIC REVIEW[/b] and [b]THE DRAGON[/b] became by the book. The [i]methodologies[/i] outlined in supplemental material were brought to the forefront in [b]AD&D[/b] but many of the actual formulas changed. Example: in [b]SUPPLEMENT I: GREYHAWK[/b] a new method of assigning XP rewards per monsters overcome is proposed, based on hit dice and any additional "special" abilities a monster might have (spells, psionics, poison, additional attacks like breath weapons or the crush attack of a werebear, etc.). In [b]THE DUNGEON MASTERS GUIDE[/B] this is brought over but in a more granular form: now we have XP by monster's hit dice, plus per hit-point according to hit dice (an up to 1 HD monster awards 1 XP per HP, a 2HD 2, and so forth) and awards are now given for [i]exceptional[/i] abilities as well. Thus dragons get an additional XP value based on their [i]special[/i] abilities (multiple attacks, breath weapon attack) and another for [i]exceptional[/i] abilities (spellcasting and, in the case of some dragons, innate invisibility detection and ESP). It is beyond the scope of a simple post in a web-forum to give any real depth to a discussion about the differences between [b]D&D[/b] and [b]AD&D[/b]; the best recommendation I can make is this: play [b]D&D[/b] for a while. Introduce other elements such as the supplements and [b]THE STRATEGIC REVIEW[/B] and [b]THE DRAGON[/B]. Work forward adding as you see fit. One of two things will happen: either you will create a workable whole that suits you and your group perfectly and you'll have such a "groove" that you won't feel the need to move to [b]AD&D[/b], [i]or[/i] you'll reach a point at which chasing data across four supplements, countless printouts from the abovementioned magazines and two disparate combat system rulebooks ([b]CHAINMAIL[/B] and [b]SWORDS & SPELLS[/B]) becomes a maddening task and you'll wish to simplify by jumping to [b]AD&D[/B] and having everything under one roof. Whichever system you elect to use, or if you hybridize between the two, I feel that you'll have one of the the richest [b]D&D[/B] gaming experiences one can either as player or DM [/font] [/QUOTE]
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Im getting OD&D on friday..What can I expect?
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