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Let's talk about the AD&D 1e Dungeon Master's Guide
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<blockquote data-quote="the Jester" data-source="post: 1839514" data-attributes="member: 1210"><p>The 1e dmg is an ispiration and a fantastic piece of gaming history. It has an incredible wealth of ideas in it waiting to be mined, fantastic art, tremendous rules and, of course, artifacts. </p><p></p><p>The low point of the book is, of course, the unarmed combat rules. Clunky and useless... really really bad. Gygax has confessed that he put them in against his own better judgement- the revised rules in UA were much better.</p><p></p><p>But other than that particular stinker, the book is <em>great.</em> From discussing the bell curve and the dice to the appendix on herbs, it's packed full of useful tidbits. Disease or parasitic infection, anyone? How about aging rules? Hmm, how about gemstone affinities so you can plan what kind of gem is set in the flame tongue's hilt? Yep, all there. </p><p></p><p>Ahh, and the art was great! The green giant breathing on the kobolds- all teh funnies- the dude in the trap with the skeleton coming up out of the water behind him- that naught succubus in the back- and especially Emirikol the Chaotic. Oh, yeah- that picture rocks so damn hard it hurts.</p><p></p><p>The random everything charts in the back were fantastic, too. Man, that book was the font of <em>years of fun</em> for me! Gets me all excited just thinkng about it. </p><p></p><p>Aaaand a quick tangent...</p><p></p><p></p><p></p><p>One of the key 'power-ups' in 3.x is that you now heal more than 1 hp/day through natural rest. Healing time always made adventurers take a lot longer to recover between adventures, in my experience. Even with clerics- remember, in 1e you have <em>cure light wounds</em> for 1d8 as a first level spell... then <em>cure serious wounds</em> as a <em>fourth</em> level spell, for (iirc) 2d8+3! 3.x healing, in all respects, seriously outshines this. Granted, earlier editions dealt less damage... but still, earlier edition healing definitely took longer.</p></blockquote><p></p>
[QUOTE="the Jester, post: 1839514, member: 1210"] The 1e dmg is an ispiration and a fantastic piece of gaming history. It has an incredible wealth of ideas in it waiting to be mined, fantastic art, tremendous rules and, of course, artifacts. The low point of the book is, of course, the unarmed combat rules. Clunky and useless... really really bad. Gygax has confessed that he put them in against his own better judgement- the revised rules in UA were much better. But other than that particular stinker, the book is [i]great.[/i] From discussing the bell curve and the dice to the appendix on herbs, it's packed full of useful tidbits. Disease or parasitic infection, anyone? How about aging rules? Hmm, how about gemstone affinities so you can plan what kind of gem is set in the flame tongue's hilt? Yep, all there. Ahh, and the art was great! The green giant breathing on the kobolds- all teh funnies- the dude in the trap with the skeleton coming up out of the water behind him- that naught succubus in the back- and especially Emirikol the Chaotic. Oh, yeah- that picture rocks so damn hard it hurts. The random everything charts in the back were fantastic, too. Man, that book was the font of [i]years of fun[/i] for me! Gets me all excited just thinkng about it. Aaaand a quick tangent... One of the key 'power-ups' in 3.x is that you now heal more than 1 hp/day through natural rest. Healing time always made adventurers take a lot longer to recover between adventures, in my experience. Even with clerics- remember, in 1e you have [i]cure light wounds[/i] for 1d8 as a first level spell... then [i]cure serious wounds[/i] as a [i]fourth[/i] level spell, for (iirc) 2d8+3! 3.x healing, in all respects, seriously outshines this. Granted, earlier editions dealt less damage... but still, earlier edition healing definitely took longer. [/QUOTE]
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