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On Powerful Classes, 1e, and why the Original Gygaxian Gatekeeping Failed
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8253072" data-attributes="member: 82106"><p>One other thing to note which is pretty screwy: </p><p></p><p>The PHB for 1e came out in 1978. It doesn't really describe how to roll up a character, although its suggestion that a viable PC needs at least two 15's tells us that Gygax was already planning for a process considerably better than 'roll 3d6 in order 6 times', which was the rule in previous versions of the game. Still, given there was no other documented method, this was exactly what you did when the book was published, thus many of the things you discuss in this thread were virtually impossible to attain. </p><p></p><p>The DMG instantly changed things drastically. Depending on which method you chose would make a huge difference in exactly how ability score-based gatekeeping would impact your ability to choose things. I think most groups chose Method I (4d6 drop 1, arrange as desired). With this sort of method you basically got to choose your class and apply a reasonably high score to your prime requisite. Most PCs have at least a 15, although it was not too hard to end up with a 'dud' and be locked out of most choices. I'd also note that race choice, due to racial adjustments, COULD widen your choices. </p><p></p><p>Overall, I think the 'Green Berets' argument is basically the most cogent explanation for the whole thing. Gygax simply liked a certain sort of verisimilitude and observed that it would be darn unlikely for a wimp to be a ranger, and the 'Rangers' would not accept such. I mean, if you take these rules from the perspective of "I'm so-and-so with these abilities, what can I do with myself?" it certainly isn't a non-sensical set of rules. It is just BAD RULES FOR A GAME. And this is a key point. Gary was a great GM, but he was at best a mediocre game designer in a sort of logical game system design sense.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8253072, member: 82106"] One other thing to note which is pretty screwy: The PHB for 1e came out in 1978. It doesn't really describe how to roll up a character, although its suggestion that a viable PC needs at least two 15's tells us that Gygax was already planning for a process considerably better than 'roll 3d6 in order 6 times', which was the rule in previous versions of the game. Still, given there was no other documented method, this was exactly what you did when the book was published, thus many of the things you discuss in this thread were virtually impossible to attain. The DMG instantly changed things drastically. Depending on which method you chose would make a huge difference in exactly how ability score-based gatekeeping would impact your ability to choose things. I think most groups chose Method I (4d6 drop 1, arrange as desired). With this sort of method you basically got to choose your class and apply a reasonably high score to your prime requisite. Most PCs have at least a 15, although it was not too hard to end up with a 'dud' and be locked out of most choices. I'd also note that race choice, due to racial adjustments, COULD widen your choices. Overall, I think the 'Green Berets' argument is basically the most cogent explanation for the whole thing. Gygax simply liked a certain sort of verisimilitude and observed that it would be darn unlikely for a wimp to be a ranger, and the 'Rangers' would not accept such. I mean, if you take these rules from the perspective of "I'm so-and-so with these abilities, what can I do with myself?" it certainly isn't a non-sensical set of rules. It is just BAD RULES FOR A GAME. And this is a key point. Gary was a great GM, but he was at best a mediocre game designer in a sort of logical game system design sense. [/QUOTE]
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