Dessert Nomad
Adventurer
The idea that a game about film-noir style detectives who are out solving crimes and getting in scrapes with cops, criminals, and jealous spouses is 'lacking rules' because it doesn't have a means to satisfactorily resolve World War II battles (or even the whole thing!) in real time is just silly, as is saying that Kids on Bikes is missing rules because it doesn't have a system for handling the war in the Middle East (whichever one is contemporary to your setting). They're clearly out of scope for the game, and even your example doesn't come up routinely in a game.I feel like what is simple and obvious to come up in a game is a very subjective claim. I don't feel for example that there has ever been a system I've ran where if I ran it long enough, I had to make some sort of decision about how to handle (or not handle) a mass combat - whether to run it cinematically in the background, or set up some sort of minigame, or handle it as a skirmish with a large number of participants, or try to build one where it was missing because what happened in the battle mattered and the PCs were either nominally or functionally in command.
But even if we ignore how wildly out of scope contemporary mass combat is for a game about children on bikes, if a game has rules for combat then the game does have rules for mass combat. You just use the combat rules. You may not find it convenient, but "It's cumbersome to do X under the rules" is simply not the same as "the game doesn't have rules for X".
I feel like this is implied. 1e AD&D does not say what happens when someone who isn't a thief attempts to climb a sheer surface or pick a pocket or what not. This is a missing rule in exactly the same sense of a missing mass combat system, and AD&D actually addressed the later before the former.
No, it's different. AD&D (limiting to PHB/DMG) has rules for combat, and those rules don't have a limit on the size of combat one can resolve with them. There is not missing rule. AD&D does not have rules for when someone who isn't a thief attempts one of the thief skills, thus it is a missing rule, there is no rule to follow for what happens there.
While it might not feel right to say, "Well since it doesn't say, they can't" that is a perfectly valid thing to say. If you aren't proficient in something you can't do it doesn't need to be said explicitly in the context of a positive declaration. If the only examples provided for the skill is someone with a character generation resource, then the rule "someone not proficient always fails" is already implied, without having to be written down.
Inventing a rule is inventing a rule, and what you've done here is invent a rule. Also the rule you've invented for AD&D is contradictory to the way I've seen it played, the way most OSR advocates say it should be played, and the way people like Gary Gygax described it being played, so it's not like there's an obvious answer.








