AD&D 1E Snarf's Challenge: Was it Possible to Play 1e RAW? SHARE YOUR STORIES!

Snarf Zagyg

Notorious Liquefactionist
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A recent discussion had me thinking about a few truisms that I often discuss when I do my deep dives into D&D history.

If you ask four grognards how they played 1e, you'll get seven different stories.
1e was a modular and DIY system- rules varied from "rules almost everyone played with" (fighters get d10 hit points) to "rules very few people played with" (Weapon v. AC, Item Saving Throws) to "things that weren't rules, but were common misunderstandings that people used" (didn't die until -10) to "you're on your own, pretty much" (initiative).


And finally...
No one played 1e RAW with all the rules.
On further reflection, and with a good night's sleep, I realized that one of my responses in the other thread about how no one played 1e RAW with all the rules might have been, if not overly harsh, certainly not in keeping with the spirit of generosity toward all* that I try to practice, if not always successfully.

*Bards and soulless, dead-eyed elves are excluded from this offer.

So I thought I'd re-visit the topic in the only way I know how to- with words. Way too many words. It's been a minute since my last Snarfticle (I WILL MAKE FETCH HAPPEN!), and I wanted to explore this topic, fully and with generosity-

Is it possible to play 1e (AD&D) RAW with all the rules?
In addition, I wanted to explore the similar (but not the same) topic-

Has anyone ever actually played a 1e campaign with all the rules?
With those questions in mind, let's do this thing!


1. Definitions and exclusions I am using that you will probably ignore.
I want to start by being absolutely, 100% clear about what I am talking about. There are a lot of retroclones (see, e.g., OSRIC) that present a "cleaned up" version of 1e. That doesn't count. In addition, the rules for AD&D were revised and cleaned up in 2e ... but that's 2e. I'm discussing Gygaxian AD&D- 1e. So for purposes of this discussion, we are looking at the core rulebooks (the PHB and the DMG, and, to the extent necessary, the MM) for 1e. That's it. Just the RAW for 1e as presented in the core rulebooks.

I am also not trying to play a game of "gotcha" with the rules - even though Gygax seemed to write the rules with this in mind. So I am purposefully excluding three separate categories of rules that present their own problems.

A. Scrivener's errors/mere typos. Famously, the monk in the PHB attacks as a thief but in the DMG the monk attacks as a cleric. The PHB entry was an error; I am not going to say that playing the RAW as impossible because of mere mistakes in the text.

B. Weird edge cases. I've spent a long time talking about weird inconsistencies in the rules, such as the half-elf "pre-bard" allowance. As much as I love those (AND I DO! NO NIT WILL REMAIN UNPICKED!), I'd like to concentrate on the more serious rules issues.

C. Appendices. That's right- I am always looking to get rid of Bards. I am not going to deal with bards or psionics. I mean ... psionics alone would make this essay (even more) unwieldy. If it's in an appendix, or expressly stated as optional, it doesn't count.

Good? I hope so.


2. Tell us your stories! Or ... tell me I'm an idiot full of wrongonium?
More than anything else, I am hoping that this thread will cause people to regale us, in the comments, of how they tried to use a rule in 1e and then ... dropped it. Preferably because it was really annoying to use. But do you know what I would love?

If someone, anyone, could tell me about a table they played at where all the rules were used, and how it went. I don't think it happened (as I explain in the next section), but ... I could be wrong. I haven't been to your table ... because if I was, I'd slap those dice out of your hand. Ahem. Just kidding. No, what I mean is that I'd love to hear about how someone accomplished something that I think is impossible. I think it's inconceivable, and yet ...

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3. Cool story, bruh. So, why didn't anyone play 1e with all the RAW?
I've done numerous deep dives into 1e rules before, and I am not going to list all the issues- instead, I'll just provide a sampling of the different rules and why they weren't often followed at many tables.

A. Initiative.
How does initiative work in 1e? THAT IS A GREAT QUESTION! First, roll to see if either side is surprised (d6, 1 or 2 indicates surprise, unless it doesn't, for example, if there is a ranger, or if there is a modifier that means someone doesn't use a d6, in which case ... uh, maybe convert to percentiles?). If there is surprise, the result of the d6 roll (or maybe other roll, but you'll have to re-convert it you converted to percentiles) is the number of segments of surprise. Unless both sides are surprised, in which case the side that is "more surprised" (higher roll) is surprised by the net number of segments that you learn from subtracting the lower roll from the higher roll.

EXCEPT if you have a dexterity modifier, your PC will add or subtract the modifier from the segments of surprise. But bonuses only apply when you are in light gear. Penalties always apply. Once we get all that out of the way, we can proceed to the "surprise" part of the combat.

EXCEPT if you have a crossbow of speed, you can fire it on the second segment that you are surprised if you are surprised for two segments or more.

Okay, now that this is out of the way, what can you do? Well, for every segment of surprise, you can make a full round of melee attacks. Or you can make a full round of missile attacks.
EXCEPT you can fire three missile attacks (three times the attack rate) if you have the missile weapon readied during the first segment of surprise. You can also move or cast a one-segment spell.

EXCEPT you might not be able to attack due to a reaction penalty.

You know what? I haven't even gotten to the ACTUAL initiative, and I'm not going to. Because NO ONE I KNOW EVER DID THE FULL INITIATIVE. If you did, let me know how it went for you. I don't even want to get into encounter distance. UGH.


B. So Many Fiddly Combat Rules.
Look, the common refrain here is, "Did you use Weapon v. AC values?" Well, did you punk? Feeling lucky using that Bo Stick against Plate and Shield? But some people did. Some people used it. And used the speed factor for the weapons. And the space required for the weapons (important for marching order!). But that was just the beginning of the bizarre and overcomplicated rules that reminded you of Gygax's wargaming roots. There were rules for everything.
Flank attacks negated shield bonuses. Rear flank attacks negated shield and dexterity bonuses. Rear attacks negated shield and dex bonuses and were +2. Stunned, prone, or motionless? It's the same as a rear attack, but at +4. Magically sleeping or held? If there is combat going on, then auto hit, max damage, and 2x the attacks. If no combat, then auto-slain. Unless normally sleeping, in which case roll on the assassin's table.
Opponent leaving melee? Free attack routine against them as if they were stunned.
Here's a good one- are you shooting a missile weapon into a melee combat, you don't get to select the target. Each participant in the melee has a chance of being the target based upon the numbers involved and their size (including your allies).
If you have a weapon with a very low speed factor, you might get multiple attacks before the other person is allowed to strike. Cool, huh? Sometimes you get three attacks (two prior, one simultaneous).
How about the rules for helms, and targeting the head? Or the sudden switch to percentiles for pummeling, grappling, and overbearing? Of course, if you try to do that against someone with a weapon, they get to roll to hit to fend off the attempt, and then get to attack you for real.
I could keep going as I am just scratching the surface ... but you get the idea.


C. System Shock Shock Shock Shock.
I don't want to go to far down the system shock rabbit hole, but ... there were a lot of things that could age you in AD&D. For example, being the recipient of a Haste spell (or even drinking the potion) would age you one year. And every single time you magically aged, you had to roll on the system shock table to see if you lived. Every. single. time.

But wait, it's better. Let's say the party's magic user cast polymorph other on you. You had to roll a system shock to survive being polymorphed, and again when you returned to normal. Same with petrification- if a Medusa got you, that's one system shock when you were petrified, and then? Another when you were brought back.

And I haven't even mentioned the funniest one. RESURRECTION.
Casting resurrection would age the caster three years, and the caster would have to make a system shock roll to survive.
In addition, the person being resurrected had to make a roll on the resurrection survival table- fail that, and they were forever dead.

That's right- casting resurrection by the RAW meant that it was possible for the caster to die and the recipient to be forever dead. Unless the recipient was an elf or half-orc, because then under the RAW, it never happened. Elves and half-orcs could not be raised or resurrected (other than through a rod of resurrection).


D. Spells!
Again, I don't want to go too far down the rabbit hole on this one, but to make this as simple as possible I find one question to be always illuminating-
Why were the Power Word spells so valuable?
If you know the answer to that, you know the answer to the RAW question. The "Power Word" spells (Stun, Blind, Kill) don't look that impressive considering the level (7th, 8th, 9th) ... but they share one thing in common. They take one segment to cast. Those casting times for spells really matter because in 1e, most combat spells outside of the Power Words and Magic Missile take significant time to cast (3-9 segments), meaning that the spellcasting takes place at the end of the combat round, and you commit to it at the beginning, and if you're hit during the round, you use up the spell and there is no effect.

In addition, the DMG explicitly informs you that if a spell is cast during combat, the caster must remain motionless (+4 to attack, no dexterity or shield bonus) and that intelligent opponents will specifically target the caster if able to do so. Remember how you played, and the contrast the DMG's warning that because spellcasting during combat is so difficult most caster will instead use devices to cast spells (wands, etc.).

And don't get me started on how you acquire spells and the time it takes to get spells back after they've been cast.


E. Item Saving Throws
I will just mention this in passing, but either you used it or you didn't. I wrote about the topic here-

But the gist of the issue is this- while some people might have been aware that their items might not survive the friendly fire of the magic user's poorly-considered fireball (LEARN HOW TO CALCULATE VOLUME CORRECTLY!), they probably didn't realize that all sorts of things would be breakin' their stuff.


F. Distance?
There are so many other weird peculiarities I could mention, but I thought I'd end with one of my favorite bizarre features of 1e. Distances. If you look back at 1e, you can see that almost all the distances are written out in ... inches. So the S / M / L range of a long bow (not composite) is 7", 14", 21".

WHAT IS THIS? A GAME FOR ANTS?????

No. It was based on miniatures. So 1" was 10' (one inch = ten feet).

Except, of course, it wasn't that easy. That is what it meant indoors. If you were outside, 1" was 10 yards. Three times as much.
Going back to the bow, short range indoors was 70 feet, and short range outdoors was 70 yards.

And this applied to spells as well. So the spell Bless has a Range of 6", and an Area of Effect of 5" x 5".
Except that spell ranges do the conversion, and area of effect is always measure by the indoor amount. BECAUSE REASONS. Um, because the PHB says so.
So indoors, Bless has a range of 60' and an AOE of 50' x 50'. And outdoors, it has a range of 180' and an AOE of 50' x 50'.

So later, in the description for the spell fireball, you learn that it has an AOE of 2" radius sphere, which remains unchanged regardless of where you cast it. It has a volume of 33,510.32 cubic feet.
But in the text it states ...
[The area which is covered by the fireball is a total volume of roughly 33,000 cubic feet (or yards)].

And with that, I officially give up. I am beaten.


4. Conclusion?

There's not really a conclusion to this. I could keep listing more rules (training rules that require rating the roleplaying of characters, morale rules, the special "nerfing the thief really hard" rules in the DMG, etc.) but I hope the above example should be illustrative. What I'd really like to hear about is how some people chose to try to play the RAW, and how they ended up abandoning that quest.

Or, you know, how someone actually did it. Not just all the fiddly combat rules, but all the small weirdsies- the player expenses. The training. The advancement by combat. The diseases. All of it. How did it work? What was it like to go Full Gygax?*

*In fairness, Gygax never played the RAW.

....Snarf out.
 

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I will respond in a minute, hopefully less wordy than your post, but I can't promise it. But I wanted to add another caveat (apologies if you mentioned this but I missed it.) Even if one table played RAW, I bet there is a 99% chance someone else also playing RAW would have a different experience. Both groups are playing RAW, but some of the rules are ambiguous and how each DM interprets the rule might be different. I.e., the rule is technically being used, but how it's interpreted might differ.
 



Holds up a hand.

I have a question, Mr. Zagyg!

It is: How the heck can anyone remember? I played 1e in the early 80's - haven't played it since. And I wasn't the DM! I HAVE NO IDEA what rules we used or didn't use!

Though, I can tell you that I bought 2e the day that it dropped, and played it for a decade... and from what I can recall of THAT, we didn't play it RAW... so I assume that the same was true for 1e.

But... I gotta assume that you're talking about people giving it a more recent go-around, because otherwise, I can't imagine how they'd remember.
 


OK, I have been in a 1e game for the past 6 months or so where the GM is playing RAW. That is the first and only game I've ever played in or seen that is RAW. For background, I started playing 1e in 1981 and continued to play it every year since. I thought about going line for line from your post to give an example. Quickly decided against it because it would be a prohibitably large post that no one in their right mind would want to read.

So let me channel my Inigo Montoya

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I'm going to skip over initiative for now, because that's the craziest part.

Combat
Yes, we are using weapon v armor, speed factors, reach, flanking, fighting withdraws, accidentally hitting an ally with a ranged attack, all those things you mentioned. While bulky, it's doable in play. Referencing the tables is a slow process, so no wonder why we all just ignored it. But it's doable.

Item Saving Throw
We use them. And boy, was it a shock to some players when half their magic items suddenly got broken or burned away.

System Shock
We would totally use it, but it's never come up yet.

Ranges
We do use those, and while they might not make sense on the surface (especially when the same description seems to switch between inches and yards), it does make sense when you factor in dungeon vs. overland. Just takes a bit of getting used to and to know when to use which measurement. It's kinda funny. Back in the day when you used inches, you used a literal ruler to see how far you could go. But using a measuring tape and ruler went out of fashion almost right away, but now with 3d printing being widely available, these are back in style ;)

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XP and Leveling (and why Bards in 1e suck so bad)
This one you'll like. As playing RAW, we are playing where you only acquire XP until you hit the amount needed to level up. You then are rated (E, P, etc, I don't have the book in front of me) to see how long and how much gold you need to spend to train. Dual class characters, when dual classing, have to start at level 1 in their new class, not using any ability from the old class until they reach the same level. So using RAW, you don't level up any faster than any other higher level PC. Sure, you might get enough XP go to from level 1 to level 2 after just one encounter while the rest of your level 6 party doesn't, but as mentioned, you stop getting XP until you go back and train. How many groups are going to stop after 1-2 encounters and wait for a week or two? None, that's how many. So the bard, which has to triple class, wouldn't even be seen until the high levels of the game. Maybe that's why it was in the back of the book...

Ok...deep breath...

Initiative
Yes, we use it as written. Yes, it took several sessions and many re-readings of the rules before it kinda sorta is working. Such a mess. For reasons you gave, so I won't repeat them here. Spell casting is extremely rough when you factor in casting time vs. segments of other actions or weapons. Although, it is kinda cool to get free attacks in with your speedy dagger against that ogre with a giant club even if your side lost initiative. But man, it shouldn't take so freaking long to resolve a single round of combat, then do it all over again the next round.
And you're right about surprise. It's worth it. Totally shifts the focus from just LeeRoy Jenkins-ing the dungeon into a slow and methodical approach (which is supported by other rules as well, like traps and hazards). Initiative by far is the most clunky and confusing part of the game. There's what? 4-5 pages just around initiative, and you all remember the tiny font used in the DMG, so that's what? 10 pages in a comparable new book?

Observations
Some other observations I've made that don't really exist when you're not playing RAW:
  • Missile weapons are king. Even for tanky fighters. Why? Because of rate of fire and the fact you can attack on your turn if the enemy is more than a few feet away from you and you go faster than others in turn order. You can't move and attack with a melee weapon in 1e unless you charge (which adds a bonus to your attack roll but penalty to your AC). Charging is only a short distance. So if you want to engage by spending your move to get to the enemy, you can't also attack in most cases.
  • Fighters are badass. They don't seem to be one of the best classes in the game because most of us ignored the rules that make them so good. But when you use things like spell components, spell failure %s, spell interruptions, and casting time via segments, it's clear casters are very, very limited, which in turn makes the fighter seem a lot better by comparison. Especially when you combine spell interruptions with casting time. When you say you're casting your spell (remember, you have to declare what you're doing at the start, before it's your turn) that might not go off until the next round, it's really easy to interrupt the caster and waste the spell.
  • Low level druids are insanely powerful. I forgot that you get access to 2nd level spells at level 2 and 3rd level spells at level 3. Yep, a 3rd level druid can cast call lightning.
 

At one point or another, we tried to run most of the rules RAW, but many got abandoned.

In some cases, it didn't come up often enough, and by the time it did, we had forgotten about it. The DMG, for example, has rules for how fire spreads on a burning ship.

Conceptually, we liked the idea of item saving throws. I mean, it made sense that dragon fire and lightning bolts could destroy stuff. It was a nightmare in practice though. An 8th level fighter gets hit by a lightning bolt - well, his armor has to make a save, his weapon, his shield, boots, helmet, gloves, bracers, gauntlet, amulet, rings, periapt, belt, girdle, everything stored in his backpack, plus the backpack itself. Let me know when you're done. Imma gonna watch 'Lawrence of Arabia' again.

Sometimes we understood the rule, but forgot what triggered it. We dutifully noted the System Shock percentage of all our sheets, but inevitably forgot what triggered it.

Sometimes the information seemed important when recorded, but wasn't.
DM at start of campaign: "How old is your character?"
Me: (proudly) 22
DM 5 years later: "How old is your character again?"
Me: (looks at sheet) 22

We played published modules a lot so we often switched back and forth between AD&D and B/X, BECMI. It a rule didn't exist in both sets, it had an increased chance of being forgotten.

Sometimes we only partially understood the rules while recognizing that we didn't understand the full rules (q.v. initiative). So we hammered things together in a way that seemed to generate the correct result even if the methodology was wrong (q.v. initiative).
 

a) In theory it would be but I don't recall anyone doing so.

b) I only recall ever adopting one rule from 1e AD&D and then dropping it.

Generally when I discovered a rule I liked it. A good example of this is that after a few years of play I finally figured out what the "Weapon vs. AC" modifiers were meant to be doing and loved it and wanted to do that. It took some house ruling to get it to work right (for my standards of right), but once I got it working I thought it was amazing. Generally to the extent that I didn't like a 1e AD&D rule, it was because I didn't understand it and so created intentionally or inadvertently a house rule, and then stuck with my house rules I was comfortable with even once I understood how the rules were intended to work. In some cases this would foreshadow 2e edition clarifications, and then those were adopted in favor of 1e rules. Or in some cases I had an implied rule like falling damage and after a Dragon article I decided, "I like those (house) rules better." But I can't ever recall going, "Oh, lets try this RAW" and it not working out. But perhaps part of that was how little I felt the need to do that.

The one thing that I did adopt and then dropped were the 1e AD&D DMG rules for unarmed attacks, and that because they were better than armed attacks by a good deal. But, I am not even sure if this counts, because by then I dropped AD&D at the same time looking for something I thought would be better. (I wouldn't actually find it until 3e D&D)

c) Because they were confusing and people were usually anxious to jump into play without necessarily figuring out all the rules. So they'd develop table habits that were generally simplified versions of the rules and would ignore anything that they didn't understand.

Ironically, once you put in a little work that the designers probably should have put into the game in the first place, "Weapon vs. AC modifiers" worked great and were really flavorful. Item saving throws were also put to use at our table. Flank rear attacks negating shield bonuses were also used. Rules for shooting into melee were also used (hint, don't). Most of your examples I did in fact use. How to get spells and how long it took to memorize them (at high levels empty of slots, hours)? Yes, did that.

Things I generally didn't use at least consistently was segments and casting times and weapon speeds. Certain complex initiative and surprise round interactions had never came up and I hadn't given much thought to them. Surprise rules tended to be mostly utilized in the circumstances they seemed to be written for, which was meeting engagements with wandering encounters.
 
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@Sacrosanct

Woah! I'd love to see if all the truly fiddly combat rules are actually applied correctly, but I will accept that they are, at a minimum trying to be applied correctly (but are you following the headblow rules?). Assume you don't have any Rangers or magic items yet that are screwing with the initiative or surprise rules. LOVE that you're correctly applying the XP and training rules (I always used those, except the RP modifiers, even when I discarded other rules).

Okay, so If you've encountered them yet, I have more questions about some of the specific weirdsies-
A. What is the ruling on measuring the AoE of spells? Do you convert to yards outdoors (fireball implication) or not (plaint text of the rule)?

B. Is the DM auto-deducting gold each month for player expenses (minimum of 100gm per level per month)?

C. Are you doing the full morale rules? How is that working?

D. No one has needed to be raised or resurrected yet?

E. Did you randomly roll age? Did you apply ability modifiers?

F. Is the DM checking for disease?

G. Is the party following both the sleep required and time awake required per spell to re-acquire spells? That was one that became a real PITA.


PS- I assume you're following the healing rules, so I'm not going to ask. But ... since you mentioned low-level druids, you're going to have to let us know how the Druid-on-Druid action* goes when he gets the XP for 12th level!


*No, that is NOT what it means. Druids be freaky, but that is still not what it means.
 

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