TarionzCousin
Second Most Angelic Devil Ever
Yeah. All you needed was the pike. It was superior in every way!100 types of polearms was likely overkill.
Yeah. All you needed was the pike. It was superior in every way!100 types of polearms was likely overkill.
In 1st edition, a halberd does more damage vs. all sizes of foes and gets a better chance to hit versus all armor classes.Yeah. All you needed was the pike. It was superior in every way!
Is Dead Gods the Planescape module where Orcus comes back to life, and it starts with the PCs going off on an apparently unrelated adventure (maybe with Ratatosks?) and getting sucked into the Orcus plotline?
If so, then I've got it, read it but never tried to run it because it looked to me exactly like a railroad.
But I agree that 3e can have the same problem - I've got Return to the Demonweb Pits but never tried to run it for the same reason. There's no way my players would have their PCs just jump through a portal, or follow the directions of Rule-of-Three on nothing but his own say-so.
Given that RtDP was meant to have a "back to Planescape" vibe, I've always assumed that this railroady flavour was endemic to Planescape . . . but having been put off by this flavour, I've not explored Planescape further.
2e adventures are organised into chapters, and they included subheadings like "If the party loses the fight..." followed by various agonised suggestions about how to force the adventure back onto its predetermined track if the three orcs somehow manage to defeat the party of 6th level characters. (1e does not have such sections. If the party loses the fight, then the DM grins evilly as he collects the character sheets and then crushes them beneath his sandalled feet, and hears the lamentation of their henchmen.) In 2e, monsters are placed according to their newly-added ecology sections in the Monstrous Manual, they live in smaller dungeons with fresh water and adequate toilet facilities, and they aren't allowed to use traps unless the player character gets a saving throw at +4. (Otherwise someone might fail and kill someone's precious character, which means the module author has to write a subheading called "If the trap kills anyone....")
and of course, the most famous difference between 1E and 2E was:
the 1E DMG had a Random Prostitute table.
the 2E DMG did not.
This outrage was never rectified, and doubtless was the cause of TSR's eventual crash and fall into bankruptcy...
When it comes to the rote mechanics, I agree with what most posters say. AD&D 1e did not feel like a good "let's learn this game". As much as I loved Gary and still love his writing, I don't think he could ever do a very good job of making an easy-to-learn rule set. D&D benefited greatly from the basic sets. (DJ is almost like 1e in that regard, LA is the best so far but I still think it could benefit from a second party;s hand).
"So far"? Are we expecting a new Gygax RPG?
Cheers!