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<blockquote data-quote="MerricB" data-source="post: 6983875" data-attributes="member: 3586"><p>The trouble with the AD&D rules is that their application wasn't described. So, while some groups used that rule, it's quite likely not the intention of the rule. Does your armour have a 1 in 20 chance of breaking with every normal hit? Erm...</p><p></p><p>The AD&D rules often assume people are still familiar with the D&D rules. In the original form of the rule (<em>Monsters and Treasure</em>, page 38), an item would make a saving throw only if the item was unattended or the wearer was killed. In AD&D 2E, the rule was changed to items having to make saves if the wearer failed his or her saving throw.</p><p></p><p>It's dangerous making assumptions about AD&D play because it was so varied - and a lot of Gygax's original adventures were conversions of oD&D adventures! I'm pretty sure he would have melted a few (unattended) treasures through errant fireballs, but saving for every piece of equipment when you're hit by a fireball? Slows down the game, and doesn't actually add much to the game except frustration.</p><p></p><p>The trick is that in AD&D, loot gives you XP, so there's a lot of it about. What can it be used for afterwards? Strongholds, crafting magic items, paying taxes and hiring henchmen. Once you strip those other things out of the game, the numbers look a lot more odd.</p><p></p><p>(Also consider that the standard party size is much smaller now than then. Old D&D has a basic assumption of nine characters in an adventuring party - not all PCs, but men-at-arms and henchmen making up the total. Remember, 3 characters could stand abreast in a 10-foot-wide corridor. So, the split was more!)</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 6983875, member: 3586"] The trouble with the AD&D rules is that their application wasn't described. So, while some groups used that rule, it's quite likely not the intention of the rule. Does your armour have a 1 in 20 chance of breaking with every normal hit? Erm... The AD&D rules often assume people are still familiar with the D&D rules. In the original form of the rule ([i]Monsters and Treasure[/i], page 38), an item would make a saving throw only if the item was unattended or the wearer was killed. In AD&D 2E, the rule was changed to items having to make saves if the wearer failed his or her saving throw. It's dangerous making assumptions about AD&D play because it was so varied - and a lot of Gygax's original adventures were conversions of oD&D adventures! I'm pretty sure he would have melted a few (unattended) treasures through errant fireballs, but saving for every piece of equipment when you're hit by a fireball? Slows down the game, and doesn't actually add much to the game except frustration. The trick is that in AD&D, loot gives you XP, so there's a lot of it about. What can it be used for afterwards? Strongholds, crafting magic items, paying taxes and hiring henchmen. Once you strip those other things out of the game, the numbers look a lot more odd. (Also consider that the standard party size is much smaller now than then. Old D&D has a basic assumption of nine characters in an adventuring party - not all PCs, but men-at-arms and henchmen making up the total. Remember, 3 characters could stand abreast in a 10-foot-wide corridor. So, the split was more!) Cheers! [/QUOTE]
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