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I've never played AD&D1
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<blockquote data-quote="Quasqueton" data-source="post: 3281821" data-attributes="member: 3854"><p>I got a wild idea, this weekend, to run a sample combat for a group of AD&D1 characters (the base four: cleric, fighter, magic-user, thief) against some AD&D1 monsters using strictly *all* the AD&D1 rules, as written, by-the-book. I knew there were some rules that I never used when running an AD&D1 combat, such as weapon speed factors and the weapon vs. AC chart, so I wanted to see how they actually worked in actual game play. But when I started rereading the AD&D1 books (PHB and DMG), with an eye toward running a combat with all the AD&D1 rules, I found that there are a ton of AD&D1 rules I had never used – some I never even knew about (or just don’t remember).</p><p> </p><p>Quite honestly, I am astonished by how much of the AD&D1 rules I've never used, or never used completely or correctly. It turns out, in truth, I've never really run a fully AD&D1 game. My games could better be described as Basic/Expert D&D with Advanced D&D flavor. I used the AD&D1 ability scores, races, classes, and spells, but the actual game mechanics I used, it seems, were more Basic than Advanced.</p><p> </p><p>I probably shouldn't be so surprised; after all, I started my D&D ‘career’ with Basic and Expert D&D. I moved up to Advanced D&D after a year or two. So my base understanding of the game mechanics was from B/XD&D. I guess I never actually read the DMG completely when I was running my ‘AD&D1’ campaign -- I must have skimmed or skipped the info I assumed I already knew. (Or maybe I did read all the rules and choose to ignore the more complicated stuff. I don’t really remember from 10-25 years ago.)</p><p></p><p>For instance: </p><p></p><p>-- I thought surprise was simply “roll a d6: a 1 or 2 means surprised for a round” (with just a couple exceptions, such as the ranger class, or a group of elves in the forest). The actual rules for surprise are much, much more complicated.</p><p></p><p>-- I thought segments were just used to tell how quickly a spellcaster could get off his spell in comparison/opposition to another spellcaster. The actual rules require some pretty detailed segment tracking for almost all actions, not just spell casting. (Including a 2-5 segment delay for a potion to take effect after being drunk.)</p><p></p><p>And the biggest surprise I discovered in the AD&D1 rules: </p><p></p><p><strong>Players must declare their PCs’ actions “precisely and without delay” prior to rolling initiative.</strong></p><p></p><p>Seeing this rule absolutely floored me. I’ve seen this rule in Marvel Superheroes (and I house ruled it out), and I’m currently playing with this rule in a Star Wars d6 game (and I hate it). I had no idea that this rule originated in AD&D1.</p><p></p><p></p><p>How did AD&D1 convention/tournament games handle all these rules? Did such official games use *all* the AD&D1 rules? How long did ‘full-rules’ AD&D1 combat take?</p><p></p><p>Quasqueton</p></blockquote><p></p>
[QUOTE="Quasqueton, post: 3281821, member: 3854"] I got a wild idea, this weekend, to run a sample combat for a group of AD&D1 characters (the base four: cleric, fighter, magic-user, thief) against some AD&D1 monsters using strictly *all* the AD&D1 rules, as written, by-the-book. I knew there were some rules that I never used when running an AD&D1 combat, such as weapon speed factors and the weapon vs. AC chart, so I wanted to see how they actually worked in actual game play. But when I started rereading the AD&D1 books (PHB and DMG), with an eye toward running a combat with all the AD&D1 rules, I found that there are a ton of AD&D1 rules I had never used – some I never even knew about (or just don’t remember). Quite honestly, I am astonished by how much of the AD&D1 rules I've never used, or never used completely or correctly. It turns out, in truth, I've never really run a fully AD&D1 game. My games could better be described as Basic/Expert D&D with Advanced D&D flavor. I used the AD&D1 ability scores, races, classes, and spells, but the actual game mechanics I used, it seems, were more Basic than Advanced. I probably shouldn't be so surprised; after all, I started my D&D ‘career’ with Basic and Expert D&D. I moved up to Advanced D&D after a year or two. So my base understanding of the game mechanics was from B/XD&D. I guess I never actually read the DMG completely when I was running my ‘AD&D1’ campaign -- I must have skimmed or skipped the info I assumed I already knew. (Or maybe I did read all the rules and choose to ignore the more complicated stuff. I don’t really remember from 10-25 years ago.) For instance: -- I thought surprise was simply “roll a d6: a 1 or 2 means surprised for a round” (with just a couple exceptions, such as the ranger class, or a group of elves in the forest). The actual rules for surprise are much, much more complicated. -- I thought segments were just used to tell how quickly a spellcaster could get off his spell in comparison/opposition to another spellcaster. The actual rules require some pretty detailed segment tracking for almost all actions, not just spell casting. (Including a 2-5 segment delay for a potion to take effect after being drunk.) And the biggest surprise I discovered in the AD&D1 rules: [b]Players must declare their PCs’ actions “precisely and without delay” prior to rolling initiative.[/b] Seeing this rule absolutely floored me. I’ve seen this rule in Marvel Superheroes (and I house ruled it out), and I’m currently playing with this rule in a Star Wars d6 game (and I hate it). I had no idea that this rule originated in AD&D1. How did AD&D1 convention/tournament games handle all these rules? Did such official games use *all* the AD&D1 rules? How long did ‘full-rules’ AD&D1 combat take? Quasqueton [/QUOTE]
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