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General Tabletop Discussion
*TTRPGs General
perception of OD&D/AD&D as random deathtraps
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<blockquote data-quote="Jefe Bergenstein" data-source="post: 3744450" data-attributes="member: 31506"><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Good design softens the blow of a bad DM. Written rules for task resolution lead to less arbitray decisions by the referee. Consider the many pewling posts here by bitter grognards bemoaning the loss of their unquestionable authority.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Theres plenty of reasons why I think 1st/2nd edition was poorly designed. Theres tons of simple things which could have been done to make the game more logical and internally consistent. Why does AC range from 10 to -10? Why do you want to roll low on ability checks and initiative but high on attacks and saves? Lets not even get started on the uselessness of certain classes at upper levels, multiclassing, and the laughable notion that different exp tables made it balance out. THAC0 (yes, I realize it wasnt part of "original" 1est edition). Its not incredibly hard, but it is needlessly clunky when simpler methods of resolution are pretty obvious. When 12 year olds are making house rules that dramatically improve the flow of the game, I just shake my head. I guess thats why Gygax got so bent out of shape about house rules. No one likes to be shown up by kids.</span></p><p><span style="font-family: 'century gothic'"></span></p><p><span style="font-family: 'century gothic'">Game design shouldnt be based around what sounds good at 3am while drunk and hastily cribbed on a pizza box. Thats wha pretty much all of 1e felt like. Whats pathetic is that it wasnt changed very much for 2nd edition.</span></p></blockquote><p></p>
[QUOTE="Jefe Bergenstein, post: 3744450, member: 31506"] [font=century gothic] Good design softens the blow of a bad DM. Written rules for task resolution lead to less arbitray decisions by the referee. Consider the many pewling posts here by bitter grognards bemoaning the loss of their unquestionable authority. Theres plenty of reasons why I think 1st/2nd edition was poorly designed. Theres tons of simple things which could have been done to make the game more logical and internally consistent. Why does AC range from 10 to -10? Why do you want to roll low on ability checks and initiative but high on attacks and saves? Lets not even get started on the uselessness of certain classes at upper levels, multiclassing, and the laughable notion that different exp tables made it balance out. THAC0 (yes, I realize it wasnt part of "original" 1est edition). Its not incredibly hard, but it is needlessly clunky when simpler methods of resolution are pretty obvious. When 12 year olds are making house rules that dramatically improve the flow of the game, I just shake my head. I guess thats why Gygax got so bent out of shape about house rules. No one likes to be shown up by kids. Game design shouldnt be based around what sounds good at 3am while drunk and hastily cribbed on a pizza box. Thats wha pretty much all of 1e felt like. Whats pathetic is that it wasnt changed very much for 2nd edition.[/font] [/QUOTE]
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