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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The indispensible 1e
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<blockquote data-quote="tlantl" data-source="post: 5893687" data-attributes="member: 55225"><p>Not having to add 10 to every die roll to make them work. Negative armor classes might be inconvenient to the mathematically challenged but we never had to add a buffer to any of our rolls, be they attack, AC, saving throws, or skill checks (the few we actually had at the time). </p><p></p><p>I also liked the low hit point totals for both the player and monsters. Combat was swift thanks to there being a lower number to reduce before death. It also felt more dangerous even at higher levels, death came without warning to even those with full hit points without having to add dozens of additional bonuses to damage. The attack of an assassin or the thief sneaking up on you was almost certain death. AD&D wasn't for the faint hearted. And of course the dreaded save or die attack. People were really afraid of spiders and scorpions when we played.</p><p></p><p>I think the multi-classing rules were much better than the 3e method, they also made experience points more meaningful. No one ever told players to just level their characters on a whim. (There might have been a couple but I never heard of it.)</p><p></p><p>Henchmen were essential as the character gained power. The rules for level advancement made it impossible for whole parties to just level up and go. Other things like item creation, spell research, and healing also took characters out of the game for extended periods of time. The player could just take one of his henchmen and continue to play. Eventually henchmen became full characters that players enjoyed as much as their original characters.</p><p></p><p>Limited spell selection and restrictions on the number of spells a wizard could know kept the number of truly game breaking spells to a minimum. With the DM controlling which spells clerics and magic users were able to use I never had to worry about the wizard out shining anyone. </p><p></p><p>There's more but I'm tired of typing.</p></blockquote><p></p>
[QUOTE="tlantl, post: 5893687, member: 55225"] Not having to add 10 to every die roll to make them work. Negative armor classes might be inconvenient to the mathematically challenged but we never had to add a buffer to any of our rolls, be they attack, AC, saving throws, or skill checks (the few we actually had at the time). I also liked the low hit point totals for both the player and monsters. Combat was swift thanks to there being a lower number to reduce before death. It also felt more dangerous even at higher levels, death came without warning to even those with full hit points without having to add dozens of additional bonuses to damage. The attack of an assassin or the thief sneaking up on you was almost certain death. AD&D wasn't for the faint hearted. And of course the dreaded save or die attack. People were really afraid of spiders and scorpions when we played. I think the multi-classing rules were much better than the 3e method, they also made experience points more meaningful. No one ever told players to just level their characters on a whim. (There might have been a couple but I never heard of it.) Henchmen were essential as the character gained power. The rules for level advancement made it impossible for whole parties to just level up and go. Other things like item creation, spell research, and healing also took characters out of the game for extended periods of time. The player could just take one of his henchmen and continue to play. Eventually henchmen became full characters that players enjoyed as much as their original characters. Limited spell selection and restrictions on the number of spells a wizard could know kept the number of truly game breaking spells to a minimum. With the DM controlling which spells clerics and magic users were able to use I never had to worry about the wizard out shining anyone. There's more but I'm tired of typing. [/QUOTE]
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The indispensible 1e
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