Mercule
Adventurer
Awesome. I'd totally XP you, if it was turned on. Thanks, anyway.Statistics are Fun!
Awesome. I'd totally XP you, if it was turned on. Thanks, anyway.Statistics are Fun!
That's the 1e/2e option. I lumped them together because, for most of the run you could pick and choose which rules to use from which edition. I claimed to be running 1e, and generally referenced the 1e DMG, but I used the 2e thief and cleric along side the 1e ranger that got the 2e stealth tables attached. The books had a different feel to them and the Gygaxian prose was gone, but the rules were pretty fluid -- rather like the 3.0 to 3.5 transition.What's the AD&D 2nd edition called? It's the one I played until I got about 20 and it's the one I think of as D&D.
If that turns out to be the case, then it would start smelling better to me, sure. So far their "old school module" (ignoring background and theme) is quite lame. I actually like backgrounds quite a bit.The core of DDN is intended to be simpler and stripped-down; look at it as an modern recreation of Basic/Expert D&D. It is likely that we'll also see an "Old School" module to give it more of an AD&D feel: more random elements in general, class/race restrictions, weapon vs armor type adjustments, longer natural healing times, XP for treasure, easier spell disruption, no at-will magic, expensive & difficult magic item creation, etc.
I really hope they take another look at group initiative for core. I'm not entirely sure how individual initiative evolved, but it would be pretty funny if it was because they thought it was more realistic, and then to make it faster they stopped rerolling initiative every round, creating cyclical individual initiative, which feels the least realistic of all.I much prefer the per-round group initiative as well. Primarily because it just tends to run faster, but also because everybody takes their turn at once instead of waiting. I like to run it in the "phased" style of Basic D&D, where you resolve ranged attacks, then movement, then melee, then magic in that order for each side. Segmented movement and casting times as written in AD&D 1e are too fiddly and time-consuming for my liking.
For my playtest I convinced a friend with almost no experience DMing to run it, so I could get both the player's perspective and observe how a new DM uses the rules. One thing that struck me is that they never considered using dice to determine the state of the gameworld unless the rules said to do so. They thought they had to decide by pure fiat anything not covered by the rules. So the monsters never broke morale, because they didn't want to end a combat purely by fiat, and monsters tended to attack the PC with the highest AC and HP, because they didn't want to decide that by fiat and be a dick about it. I'm pretty sure new DMs have to be taught to think of the dice like a tool, rather than just part of the rules.I was doing this when I ran the playtest if I didn't have a good reason for the monster to attack a specific PC. I usually just made it part of the attack roll; if the d20 came up odd is was one PC, and if it came up even it was the other PC.
My players are just about begging me to get back to running our Isle of Dread/Dwellers of the Forbidden City AD&D campaign, so I think we're done playtesting until they make some significant changes.I think it's quite likely that it will replace AD&D as my preferred version of D&D; I love the feel of AD&D and how quickly combats can be resolved, but it's hard for me to look past many of the clunky rules and arbitrary restrictions after years of playing the WotC incarnations of the game. Also, I find that I'm usually more enthusiastic about running an AD&D or Basic/Expert D&D game than are my players.![]()
The poll is not about whether you like it or not, just whether it "feels" like whatever D&D feels like to you.The play test smells more like the AD&D that I learned with than 4e does, but that's a strike against 5e in my book.