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<blockquote data-quote="Mannahnin" data-source="post: 9054449" data-attributes="member: 7026594"><p>The biggest issue I had with the 2E DMG, which was indeed clearer and more user friendly than the 1E DMG (which I also had), was that it's so wishy washy and noncommittal. </p><p></p><p>For me as a teenage would-be DM without an experienced regular mentor (I knew some older folks who played, but didn't have a real teacher), it just didn't give enough clear guidance. A lot of "you could do it THIS way, OR you could do it THAT way" trying to both service the old school dungeon crawling audience and the newer Trad/story-oriented play crowd. </p><p></p><p>The XP system was a classic rough one. With gold for XP relegated to an optional rule, the suggested rules for xp awards by default would be painfully slow, which is a tough combo with the lethality of AD&D. If either set of optional XP rules (treasure or individual based on class) had been recommended for use alongside the baseline monster and goal XP, it would have been better.</p><p></p><p>There's still some vagaries and holdover over-cautiousness about powergaming in there too. The (extremely vague) rules for making magic items never got used by us. And we wound up eventually chucking the whole xp system since by the book it was so slow.</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9054449, member: 7026594"] The biggest issue I had with the 2E DMG, which was indeed clearer and more user friendly than the 1E DMG (which I also had), was that it's so wishy washy and noncommittal. For me as a teenage would-be DM without an experienced regular mentor (I knew some older folks who played, but didn't have a real teacher), it just didn't give enough clear guidance. A lot of "you could do it THIS way, OR you could do it THAT way" trying to both service the old school dungeon crawling audience and the newer Trad/story-oriented play crowd. The XP system was a classic rough one. With gold for XP relegated to an optional rule, the suggested rules for xp awards by default would be painfully slow, which is a tough combo with the lethality of AD&D. If either set of optional XP rules (treasure or individual based on class) had been recommended for use alongside the baseline monster and goal XP, it would have been better. There's still some vagaries and holdover over-cautiousness about powergaming in there too. The (extremely vague) rules for making magic items never got used by us. And we wound up eventually chucking the whole xp system since by the book it was so slow. [/QUOTE]
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