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<blockquote data-quote="Snarf Zagyg" data-source="post: 8247538" data-attributes="member: 7023840"><p>I mean, if you did that in classic 1e, you'd be in trouble. But mostly because <em>Thieves</em> used percentiles to pick pockets, a "+" to an ac (like the monk's) makes it go down- which is good! - so the monk would be thrilled with the +3, and the UA barbarian class was anathema to all that is holy and good and needed to be burned at the stake .... plus, you used percentiles for lifting the gate. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> But yeah, +3 to turn undead? That would be cool, but not as cool as turning undead at a level higher, which would be better than the +3 bonus until level 9!</p><p></p><p><em>ain't no pedantry like the grognard pedantry 'cuz the groganrd pedantry don't stop</em></p><p></p><p>So the problem with the analysis, IMO, is that there is a major difference in the way that the games <em>are played</em>, which makes a huge difference in your analysis.</p><p></p><p>As a general rule, people who played and DM'd and learned during the OD&D/1e/BECMI era expected to pick & choose rules, expected to homebrew, and expected to do things on the fly. Not only were the subsystems often bespoke, but so were the experiences from table to table. Sure, you'd get some areas of general commonality (fighters would have d10 hp / level at an AD&D 1e table), but given tables had vast differences between them, and DMs would often adjust "on the fly" with rules in order to streamline things.</p><p></p><p>More often than not, the expectation today (something I think has grown since 3e) is that the rules are the rules. Period. Which can be stultifying for some DMs ... and some players.</p><p></p><p>Not all. There are some who prefer it that way. But when I am running D&D, whether it's 5e or Moldvay or 1e or whatever, I tend to run it in a loose manner ... the same way that I did when I started.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8247538, member: 7023840"] I mean, if you did that in classic 1e, you'd be in trouble. But mostly because [I]Thieves[/I] used percentiles to pick pockets, a "+" to an ac (like the monk's) makes it go down- which is good! - so the monk would be thrilled with the +3, and the UA barbarian class was anathema to all that is holy and good and needed to be burned at the stake .... plus, you used percentiles for lifting the gate. :) But yeah, +3 to turn undead? That would be cool, but not as cool as turning undead at a level higher, which would be better than the +3 bonus until level 9! [I]ain't no pedantry like the grognard pedantry 'cuz the groganrd pedantry don't stop[/I] So the problem with the analysis, IMO, is that there is a major difference in the way that the games [I]are played[/I], which makes a huge difference in your analysis. As a general rule, people who played and DM'd and learned during the OD&D/1e/BECMI era expected to pick & choose rules, expected to homebrew, and expected to do things on the fly. Not only were the subsystems often bespoke, but so were the experiences from table to table. Sure, you'd get some areas of general commonality (fighters would have d10 hp / level at an AD&D 1e table), but given tables had vast differences between them, and DMs would often adjust "on the fly" with rules in order to streamline things. More often than not, the expectation today (something I think has grown since 3e) is that the rules are the rules. Period. Which can be stultifying for some DMs ... and some players. Not all. There are some who prefer it that way. But when I am running D&D, whether it's 5e or Moldvay or 1e or whatever, I tend to run it in a loose manner ... the same way that I did when I started. [/QUOTE]
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