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The Rules Cyclopedia - Unlearning Dnd Preconceptions from a 3e player
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<blockquote data-quote="Voadam" data-source="post: 8201040" data-attributes="member: 2209"><p>A couple points of friendly commentary on your observations.</p><p></p><p>AD&D had a more bell curve set of bonuses that varied by stat but usually started at +1 for 15 and went to ~+4 at 18. AD&D generally did not go above 18 either. There was no stat bump from levels either, just rare magic like a wish. Usually your stats were there for good.</p><p></p><p></p><p>They were generally by category so classes were matched up to things to be thematically appropriately good at resisting, wand rays were things you dodged so thieves were good at those saves, breath weapons were either dodged or blocked by shields so fighters were good here, petrification and polymorph affected your physical body so fighters were good here too, general magic was the magic user specialty, Clerics had the blessing of supernatural forces for things like resisting death magic, poisons, and paralysis, etc.</p><p></p><p>These were both BECMI adaptations of AD&D core classes which were originally from Oe supplements.</p><p></p><p></p><p>AD&D had the spell prep times per spell level that could take more than a day to prepare a full high level magic-users spell complement.</p><p></p><p>In AD&D it was a normal 9th level spell.</p><p></p><p>These were not there in the B/X set, they came about later in the Gazetteer series and (I believe) in BECMI.</p><p></p><p></p><p>AD&D had different versions of this as well that were also different between 1e and 2e.</p><p></p><p>Fighters got good at saves at a fairly quick pace. This also meant high level characters were more likely to save in the game, but the expected power for magic was that the one shot in the early levels would usually be powerful for that context.</p></blockquote><p></p>
[QUOTE="Voadam, post: 8201040, member: 2209"] A couple points of friendly commentary on your observations. AD&D had a more bell curve set of bonuses that varied by stat but usually started at +1 for 15 and went to ~+4 at 18. AD&D generally did not go above 18 either. There was no stat bump from levels either, just rare magic like a wish. Usually your stats were there for good. They were generally by category so classes were matched up to things to be thematically appropriately good at resisting, wand rays were things you dodged so thieves were good at those saves, breath weapons were either dodged or blocked by shields so fighters were good here, petrification and polymorph affected your physical body so fighters were good here too, general magic was the magic user specialty, Clerics had the blessing of supernatural forces for things like resisting death magic, poisons, and paralysis, etc. These were both BECMI adaptations of AD&D core classes which were originally from Oe supplements. AD&D had the spell prep times per spell level that could take more than a day to prepare a full high level magic-users spell complement. In AD&D it was a normal 9th level spell. These were not there in the B/X set, they came about later in the Gazetteer series and (I believe) in BECMI. AD&D had different versions of this as well that were also different between 1e and 2e. Fighters got good at saves at a fairly quick pace. This also meant high level characters were more likely to save in the game, but the expected power for magic was that the one shot in the early levels would usually be powerful for that context. [/QUOTE]
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