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Next year, I'm back to running AD&D
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<blockquote data-quote="MerricB" data-source="post: 5665105" data-attributes="member: 3586"><p>I think that's a very good way of doing it. As I get more and more familiar with oD&D, AD&D, Basic D&D and the relationship between them, the more I become convinced that the staff at TSR didn't have a clue what they were doing.</p><p></p><p>Heh. That's actually too harsh - they had a clue, but they didn't really have enough of an understanding of what was going on.</p><p></p><p>Look at the Monk, for instance. What's going on with that class? AC 10 <em>and no Dex adjustment</em>??? TSR might have a Rules Editor, but certainly not much of a developer. </p><p></p><p>There's a lot of clutter in the AD&D rules (and the oD&D supplements). There's great material there - and the core of the game is amazingly solid - but you've got all this stuff which seems to be there because someone thought it a good idea at the time.</p><p></p><p>So, if you go through the AD&D + oD&D rules and just take the best bits -which I think you've done - you get a really good game. I hope my game will end up something like that.</p><p></p><p>There's one edition of early D&D that I thought was properly developed: Tom Moldvay's Basic D&D. (The matching Expert book I don't know well enough). It does a superb job of cutting through all the stuff that isn't needed and concentrating on the core of what makes D&D the best game in the world. The only thing that really stops me from making it the core of my new game is that I prefer the races and class combinations you can get in AD&D. I rather expect a few mechanics will change to Moldvay's take on them.</p><p></p><p>Cheers!</p></blockquote><p></p>
[QUOTE="MerricB, post: 5665105, member: 3586"] I think that's a very good way of doing it. As I get more and more familiar with oD&D, AD&D, Basic D&D and the relationship between them, the more I become convinced that the staff at TSR didn't have a clue what they were doing. Heh. That's actually too harsh - they had a clue, but they didn't really have enough of an understanding of what was going on. Look at the Monk, for instance. What's going on with that class? AC 10 [i]and no Dex adjustment[/i]??? TSR might have a Rules Editor, but certainly not much of a developer. There's a lot of clutter in the AD&D rules (and the oD&D supplements). There's great material there - and the core of the game is amazingly solid - but you've got all this stuff which seems to be there because someone thought it a good idea at the time. So, if you go through the AD&D + oD&D rules and just take the best bits -which I think you've done - you get a really good game. I hope my game will end up something like that. There's one edition of early D&D that I thought was properly developed: Tom Moldvay's Basic D&D. (The matching Expert book I don't know well enough). It does a superb job of cutting through all the stuff that isn't needed and concentrating on the core of what makes D&D the best game in the world. The only thing that really stops me from making it the core of my new game is that I prefer the races and class combinations you can get in AD&D. I rather expect a few mechanics will change to Moldvay's take on them. Cheers! [/QUOTE]
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