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Let's talk about the AD&D 1e Dungeon Master's Guide
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<blockquote data-quote="Akrasia" data-source="post: 1839223" data-attributes="member: 23012"><p>Sadly, IME, the "simple rules system" is lost in the quagmire of combat rules governing AoOs, 5-foot steps, endless modifiers, different kinds of ACs, etc. </p><p></p><p>Not to mention feats (can't take them out of 3E without fundamentally altering the game), skills, various modifiers, etc.</p><p></p><p>It never ceases to amaze me how <em>in theory </em> 3E has a "simple rules system", but <em>in practice </em> it is by far the most complicated and slow version of D&D that I have ever played. (And I've played every version, except the version of 2E with all the "options".)</p><p></p><p>Despite its many flaws, 1E AD&D played pretty fast. (It is <em>not </em> my favourite version of the game, nor is it the fastest. In fact, it is pretty rules-heavy and incoherent in places. But despite all its faults, 1E AD&D games rarely dragged, and combat did not take ages to resolve.) </p><p> </p><p>And the 1E AD&D manuals -- <em>especially</em> the <u>DMG</u> -- were fun to read! </p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f60e.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":cool:" title="Cool :cool:" data-smilie="6"data-shortname=":cool:" /> </p><p></p><p>In contrast, the 3E books are often as dry as dust. Reading them reminds me of my mathematical logic textbook from graduate school. (Okay, okay, I'm exaggerating...)</p><p></p><p>To conclude: the 1E DMG is an inspired work. It is poorly organized, but includes so many gems of wisdom, and interesting "opinion artices" and charts, that I still find it useful for non-1E games.</p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>(Oh yeah, just to be clear, this is all my opinion, yada yada yada, so don't freak out if you think I'm 'dissing' your fave version of D&D. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> )</p></blockquote><p></p>
[QUOTE="Akrasia, post: 1839223, member: 23012"] Sadly, IME, the "simple rules system" is lost in the quagmire of combat rules governing AoOs, 5-foot steps, endless modifiers, different kinds of ACs, etc. Not to mention feats (can't take them out of 3E without fundamentally altering the game), skills, various modifiers, etc. It never ceases to amaze me how [I]in theory [/I] 3E has a "simple rules system", but [I]in practice [/I] it is by far the most complicated and slow version of D&D that I have ever played. (And I've played every version, except the version of 2E with all the "options".) Despite its many flaws, 1E AD&D played pretty fast. (It is [I]not [/I] my favourite version of the game, nor is it the fastest. In fact, it is pretty rules-heavy and incoherent in places. But despite all its faults, 1E AD&D games rarely dragged, and combat did not take ages to resolve.) And the 1E AD&D manuals -- [I]especially[/I] the [U]DMG[/U] -- were fun to read! :cool: In contrast, the 3E books are often as dry as dust. Reading them reminds me of my mathematical logic textbook from graduate school. (Okay, okay, I'm exaggerating...) To conclude: the 1E DMG is an inspired work. It is poorly organized, but includes so many gems of wisdom, and interesting "opinion artices" and charts, that I still find it useful for non-1E games. :) (Oh yeah, just to be clear, this is all my opinion, yada yada yada, so don't freak out if you think I'm 'dissing' your fave version of D&D. ;) ) [/QUOTE]
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