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Mearls: Abilities as the core?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 5615662" data-attributes="member: 82106"><p>Well, what would make you assume that Gygax wasn't just like any other DM? We all like to try out new things and we're always inventing new tricks. I mean Gary wrote 2 very distinct versions of D&D. </p><p> </p><p></p><p></p><p>I remember no such statement. There were items provided in the 1e DMG which actually DID change certain attributes permanently. </p><p></p><p></p><p></p><p>One thing AD&D (or really any version of D&D that I'm aware of) has NEVER done is tell you NOT to do something. 4e DMG has a section on houserules and homebrew. The 1e DMG and PHB reiterated again and again that the game was nothing but a framework, fun comes before the rules, all rules are just guidelines, etc etc etc. Beyond that TSR published a magazine which for MANY years published large quantities of material which was plainly labeled as unofficial and changed or added to the game in almost every possible way. In fact 90% of what is in 1e AD&D is just an edited version of articles from Dragon. Actually I don't think there is even one thing in the 1e PHB that wasn't a houserule before it became part of the official rules.</p><p></p><p>Now, that being said one of the main motivations for AD&D WAS to codify lots of material most people were playing with already in some form to make the game a little more consistent. Personally I think it is a good idea if you have mostly a consistent base game, and I don't think optional components should be too vital to the way the game plays for various reasons. Still, the spirit of the game has always been tinkering (even if it seems like that fell out of fashion somewhat after the TSR days).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5615662, member: 82106"] Well, what would make you assume that Gygax wasn't just like any other DM? We all like to try out new things and we're always inventing new tricks. I mean Gary wrote 2 very distinct versions of D&D. I remember no such statement. There were items provided in the 1e DMG which actually DID change certain attributes permanently. One thing AD&D (or really any version of D&D that I'm aware of) has NEVER done is tell you NOT to do something. 4e DMG has a section on houserules and homebrew. The 1e DMG and PHB reiterated again and again that the game was nothing but a framework, fun comes before the rules, all rules are just guidelines, etc etc etc. Beyond that TSR published a magazine which for MANY years published large quantities of material which was plainly labeled as unofficial and changed or added to the game in almost every possible way. In fact 90% of what is in 1e AD&D is just an edited version of articles from Dragon. Actually I don't think there is even one thing in the 1e PHB that wasn't a houserule before it became part of the official rules. Now, that being said one of the main motivations for AD&D WAS to codify lots of material most people were playing with already in some form to make the game a little more consistent. Personally I think it is a good idea if you have mostly a consistent base game, and I don't think optional components should be too vital to the way the game plays for various reasons. Still, the spirit of the game has always been tinkering (even if it seems like that fell out of fashion somewhat after the TSR days). [/QUOTE]
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