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<blockquote data-quote="Philotomy Jurament" data-source="post: 5278244" data-attributes="member: 20854"><p>Sure, weapon speeds cases can come up. The exact frequency depends on more than just tied initiative, though.</p><p></p><p></p><p>I agree they're unnecessary. That doesn't mean the rule isn't desirable in some circumstances.</p><p></p><p></p><p>Nah, I didn't. It's just that I consider application of those rules to be the purview of the DM (including simply not applying them). The <em>Players Handbook</em> summarizes the general procedures that govern play, leaving the details to the DM. The rules in the DMG provide the DM with a lot of material of adjudicating combat and other situations, but (for better or worse, and intentionally or not) it doesn't do so in an exacting, rules-parsing manner. Using the rules in the DMG in that manner is just setting yourself up for frustration, IMO. It's not the way AD&D excels.</p><p></p><p>Here's what it boils down to. If somebody asked me if I wanted to play in a 1e AD&D game, I'd say "sure." Whether or not they're applying weapon speeds or weapon vs. AC doesn't matter, to me. I'd consider it AD&D, either way. And I wouldn't bitch if they didn't use weapon vs. AC the entire session, but then used it during a particularly single combat. Again, I consider it up to the DM to apply those rules in situations where he thinks them relevant. </p><p></p><p>If I were DMing an AD&D con game and a potential player felt compelled to try and pin down those kind of rules details (i.e. the summaries in the <em>Players Handbook</em> weren't good enough for him), I'd suggest not playing in the AD&D game at all, and using the convention slot to play something else that uses a more exacting and rules-parsing approach (e.g. 3e D&D, Magic: The Gathering, a tactical miniature combat game, a hex-and-counter wargame, et cetera). I suspect we'd both be happier.</p></blockquote><p></p>
[QUOTE="Philotomy Jurament, post: 5278244, member: 20854"] Sure, weapon speeds cases can come up. The exact frequency depends on more than just tied initiative, though. I agree they're unnecessary. That doesn't mean the rule isn't desirable in some circumstances. Nah, I didn't. It's just that I consider application of those rules to be the purview of the DM (including simply not applying them). The [i]Players Handbook[/i] summarizes the general procedures that govern play, leaving the details to the DM. The rules in the DMG provide the DM with a lot of material of adjudicating combat and other situations, but (for better or worse, and intentionally or not) it doesn't do so in an exacting, rules-parsing manner. Using the rules in the DMG in that manner is just setting yourself up for frustration, IMO. It's not the way AD&D excels. Here's what it boils down to. If somebody asked me if I wanted to play in a 1e AD&D game, I'd say "sure." Whether or not they're applying weapon speeds or weapon vs. AC doesn't matter, to me. I'd consider it AD&D, either way. And I wouldn't bitch if they didn't use weapon vs. AC the entire session, but then used it during a particularly single combat. Again, I consider it up to the DM to apply those rules in situations where he thinks them relevant. If I were DMing an AD&D con game and a potential player felt compelled to try and pin down those kind of rules details (i.e. the summaries in the [i]Players Handbook[/i] weren't good enough for him), I'd suggest not playing in the AD&D game at all, and using the convention slot to play something else that uses a more exacting and rules-parsing approach (e.g. 3e D&D, Magic: The Gathering, a tactical miniature combat game, a hex-and-counter wargame, et cetera). I suspect we'd both be happier. [/QUOTE]
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