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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Snarf's Challenge: Was it Possible to Play 1e RAW? SHARE YOUR STORIES!
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<blockquote data-quote="Celebrim" data-source="post: 9767641" data-attributes="member: 4937"><p>a) In theory it would be but I don't recall anyone doing so.</p><p></p><p>b) I only recall ever adopting one rule from 1e AD&D and then dropping it. </p><p></p><p>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.</p><p></p><p>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)</p><p></p><p>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. </p><p></p><p>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.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9767641, member: 4937"] 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. [/QUOTE]
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