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General Tabletop Discussion
*Dungeons & Dragons
Spell interruption rules in AD&D (and evasion/pursuit rules)
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<blockquote data-quote="Scrivener of Doom" data-source="post: 6316174" data-attributes="member: 87576"><p>Oh yeah, I'm very much aware of that. I remember even reading the small rules additions/explanations in modules to see if they shed any light on the rules or set a precedent that could be used elsewhere. (AD&D: the quest for clarity.)</p><p></p><p>Of course, all of this made a further mockery of Gary's mindless "one true way" <em>Dragon</em> editorials because his inability to craft a coherent, non-contradictory set of rules meant that there wasn't "one true way" to actually follow as even this single thread has already shown.</p><p></p><p></p><p></p><p>Frank Mentzer once commented that his colleagues were really happy that he was selected to assist Gary with the unfinished, execrable, and severely over-rated <em>Temple of Elemental Evil</em> because they were all frightened to edit or otherwise assist with Gary's work because he didn't take kindly to any sort of criticism.</p><p></p><p>In other words, I suspect the rules editors were just trying to keep their lord and master happy.</p><p></p><p>Back on topic, I've looked at the "theatre-of-the-mind"-inspired combat rules from 13th Age a few times and wondered if they might provide some inspiration for a rewrite of the AD&D combat rules into something clear, cogent, coherent (ie, non-Gygaxian), and still grid- and mini-free?</p></blockquote><p></p>
[QUOTE="Scrivener of Doom, post: 6316174, member: 87576"] Oh yeah, I'm very much aware of that. I remember even reading the small rules additions/explanations in modules to see if they shed any light on the rules or set a precedent that could be used elsewhere. (AD&D: the quest for clarity.) Of course, all of this made a further mockery of Gary's mindless "one true way" [I]Dragon[/I] editorials because his inability to craft a coherent, non-contradictory set of rules meant that there wasn't "one true way" to actually follow as even this single thread has already shown. Frank Mentzer once commented that his colleagues were really happy that he was selected to assist Gary with the unfinished, execrable, and severely over-rated [I]Temple of Elemental Evil[/I] because they were all frightened to edit or otherwise assist with Gary's work because he didn't take kindly to any sort of criticism. In other words, I suspect the rules editors were just trying to keep their lord and master happy. Back on topic, I've looked at the "theatre-of-the-mind"-inspired combat rules from 13th Age a few times and wondered if they might provide some inspiration for a rewrite of the AD&D combat rules into something clear, cogent, coherent (ie, non-Gygaxian), and still grid- and mini-free? [/QUOTE]
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Spell interruption rules in AD&D (and evasion/pursuit rules)
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