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Next year, I'm back to running AD&D
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<blockquote data-quote="howandwhy99" data-source="post: 5663404" data-attributes="member: 3192"><p>AD&D out of the box needs work in my opinion. There are a number of sketchy rules and some elements not nearly enough fleshed out. As you point out the initiative rules really need pairing down. Other elements I would ditch or rewrite include Sages and the MM's monster treasure table. Elements I find nods to, but are not within the rulebook include racial and alignment relationship maps. NPC knowledge maps and more NPC classes to cover all item creation and services are needed too.</p><p></p><p>I'll also say clerics are not essential to a party. Heck, any class isn't essential for a PC party. Try playing with only magic-users in the party. I think you'll find the focus on combat declines sharply as it is more prudent to avoid them and deal with magics in the world instead. Combat is really for the fighting-man class and its sub-classes. Clerics are where NPC maps, including relationships with henchmen, followers, and hirelings really shine. They are all about the intelligent monster. </p><p></p><p>Also, for lots of NPCs in a party I suggest rolling their dice in a pool depending upon initiative grouping. For wandering monsters I typically pre-roll for the scenario timeline by region, but that's your call. I find the prep helps cut down on rolls at the table. Plus, WMs and a reactive environment both cut down on the 15 minute adventuring day as delving hundreds of feet into a dungeon means potentially fighting one's way back out again must always be accounted for. Plus, slower healing keeps players cautious and planning their next moves before making them - something that falls under the WIS stat for NPCs.</p><p></p><p>Other points on what you wrote: magic item usage is by class typically. Yeah, IME AD&D MIs enable PCs with wildly different abilities than what their class abilities offer. But watch out for wands and permanent items, they are vastly more powerful in AD&D. Also AC and damage are not tied to class, so they aren't balanced in that manner in the game. They are item-based or, IOW, part of treasure accumulation. Lastly, stuff like training is primarily for NPC leveling. [edit: They level slower] and are why I don't include crits and the like as the odds lean towards a more deadly game for the players who actually go out adventuring.</p><p></p><p>Good call though on trying to get back to your roots to rediscover what you liked about the game. Even if you leave it afterwards you can always take some of those forgotten elements with you to new games.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 5663404, member: 3192"] AD&D out of the box needs work in my opinion. There are a number of sketchy rules and some elements not nearly enough fleshed out. As you point out the initiative rules really need pairing down. Other elements I would ditch or rewrite include Sages and the MM's monster treasure table. Elements I find nods to, but are not within the rulebook include racial and alignment relationship maps. NPC knowledge maps and more NPC classes to cover all item creation and services are needed too. I'll also say clerics are not essential to a party. Heck, any class isn't essential for a PC party. Try playing with only magic-users in the party. I think you'll find the focus on combat declines sharply as it is more prudent to avoid them and deal with magics in the world instead. Combat is really for the fighting-man class and its sub-classes. Clerics are where NPC maps, including relationships with henchmen, followers, and hirelings really shine. They are all about the intelligent monster. Also, for lots of NPCs in a party I suggest rolling their dice in a pool depending upon initiative grouping. For wandering monsters I typically pre-roll for the scenario timeline by region, but that's your call. I find the prep helps cut down on rolls at the table. Plus, WMs and a reactive environment both cut down on the 15 minute adventuring day as delving hundreds of feet into a dungeon means potentially fighting one's way back out again must always be accounted for. Plus, slower healing keeps players cautious and planning their next moves before making them - something that falls under the WIS stat for NPCs. Other points on what you wrote: magic item usage is by class typically. Yeah, IME AD&D MIs enable PCs with wildly different abilities than what their class abilities offer. But watch out for wands and permanent items, they are vastly more powerful in AD&D. Also AC and damage are not tied to class, so they aren't balanced in that manner in the game. They are item-based or, IOW, part of treasure accumulation. Lastly, stuff like training is primarily for NPC leveling. [edit: They level slower] and are why I don't include crits and the like as the odds lean towards a more deadly game for the players who actually go out adventuring. Good call though on trying to get back to your roots to rediscover what you liked about the game. Even if you leave it afterwards you can always take some of those forgotten elements with you to new games. [/QUOTE]
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