AD&D 1E Three Things that can't be Fixed in 1e AD&D

Sometimes folks unfortunately don't read or understand the question before they answer it.

But I suspect that they're answering sincerely, and I'm going to guess that they simply don't remember what kludges their DMs came up with for all those situations with Rangers and Unearthed Arcana races and various monsters. And that they're answering the more general question of how they dealt with the 1E initiative or surprise systems being difficult or impossible to understand or use as written. Just use the simpler B/X systems.

One thing that you can absolutely be sure of is that people who play or played 1e AD&D don't know the rules.
 

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Sometimes folks unfortunately don't read or understand the question before they answer it.

But I suspect that they're answering sincerely, and I'm going to guess that they simply don't remember what kludges their DMs came up with for all those situations with Rangers and Unearthed Arcana races and various monsters. And that they're answering the more general question of how they dealt with the 1E initiative or surprise systems being difficult or impossible to understand or use as written. Just use the simpler B/X systems.
Monks' bespoke percentile surprise system is the one that always throws me.
 

First of all, thanks Celebrim for starting a few AD&D topics recently. AD&D is dear to my heart and I always enjoy talking about it.

Second of all, I don't believe any interpretation of any ambiguous rule in AD&D (such as surprise or initiative) is objectively correct. The system grew organically and it is frankly astonishing that it achieved enough internal coherence to stand the test of time. I will happily share my perspective but I will not engage in literalism, analysis of historical documents, or that sort of thing.

With that said, here are my thoughts on these three proud nails of AD&D.

Initiative : cosmetic fix
the DMG spends a lot of text on special cases. What happens when a player charges? What happens when we want to model a one-on-one duel? And how should we resolve "instant" actions (like a melee attack) occuring in the same round as prolonged actions (like spellcasting or moving)? When you look past these rulings the rule for initiative is pretty simple: each side rolls d6; resolve missiles and spells before melee. You need to resolve in this order because every melee is a chaotic scrum and missiles target a random participant; this gives your archers a chance to attack enemies before they close, for example.

At my table, 90% of the time we just use the basic side-based initiative and it is enough. I make one small change : the lower roll goes first, not the highest, and the number on the d6 is each side's starting segment. This makes it considerably easier to resolve prolonged actions, and in fact it leads to almost the same outcome as the more involved calculation in the DMG which assumes the higher number goes first.

Surprise : cosmetic fix
The nature of surprise is a genre-defining choice. If being surprised can have deadly consequences, players have a strong incentive to engage in stealth and exploration before combat. Setting up a successful ambush means you might be able to win a combat with only minor injuries, if any. Getting ambushed means you are starting at a major disadvantage, and if you survive the first attack then running could be the best option! On the other hand, if being surprised is no more painful than losing initiative, then much of the incentive for stealth and exploration disappears.

In AD&D surprise is an interesting little subsystem. It encourages high-Dex characters to travel light (so they can reduce or remove their own penalty segments), and magic-users to prepare one-segment spells. It encourages scouting--if you send the halfling with 17 Dex, or a ranger, 90' ahead of the party and they run into a monster, chances are they can use their surprise advantage to sprint back to the party.

Notably, almost no mention is made of perception or stealth. Why? This was simply an area that Gygax decided to simplify for the benefit of the game. With mixed parties and multiple creatures on both sides of the equation, then most of the time individual aptitudes in stealth and perception simply cancel out. There are important exceptions, of course, one of them being that the ranger's awareness benefits the whole party, and another being the ability of thieves to hide perfectly. And of course, there is DM fiat, but the spirit of the rules is that even a "perfect" ambush gives a higher surprise range but doesn't avoid the roll and the possibility of detection.

When 3.x came along, I was excited at first to have solid rules for perception and stealth. But these rules quickly became hotly contested ground. Why is perception sometimes active and sometimes passive? How many people need to succeed at a stealth roll for the party as a whole to pass unnoticed? Does a party with two ninjas and two paladins really suffice? How does concealment factor in? If everyone in the party gets to roll to detect an ambush, how likely is it that the ambush really happens? And so on. In fact, this detailed subsystem fell apart in play (for me) because the outcome depended on two many rolls and because the large ranges of skill ranks and d20s swamped the narrow range of probabilities that would feel reasonable in play.

Now I'm not saying that AD&D suprise is perfect, but it has the advantages of being simple(*) to resolve and making the players explore unknown environments with great caution. And this is part of the mood I want to capture when playing AD&D.

* Yes, the probabilties are a mess for some monsters and rare cases, but you can avoid the worst of it by making all bonuses to stealth / awareness integers on a d6. Frogs underwater surprise on 4 in 6 but you have a ranger in the party? The party is surprised on 3 in 6. If the ranger is alone then the frogs are also surprised on 3 in 6 instead of 2 in 6.

Ability scores : major fix

I agree with many of Celebrim's sentiments and in my own homebrew I have several houserules on ability scores. The exceptional strength lottery is something I can't abide, so I just give fighters a different strength table from PCs in other groups. You can get +3 to hit and +6 damage only with a strength of 19, and only if you're in the fighter group. I also have an "exceptional feat" table similar to Bend Bars/Lift Gates, but that can be used for any ability score. To reach the high probabilties for an exceptional feat (20%-40%, like BB/LG) you have to have a high ability score and also belong to a class that specializes in the ability score. For example, a thief with 17 Dex might have a 35% chance of using contortionism to wriggle out of a jail cell, while a magic-user will only have a 10% chance.

More generally, I decided that one of the design principles of AD&D is that if you belong to the right class, you get more out of a high ability score associated with the class. So fighters already get more out of Str and Con, and clerics get more out of Wis. I added some extra advantages for Intelligence and Dexterity likewise.

Regarding the bell curve, however, I don't think it's an issue as long as everyone is playing at the same level. It doesn't suck to play a PC with 15 15 14 12 10 8 intrinsically, it sucks when you're playing next to Lucky Luke with 18 18 15 12 11 10. So my simple fix is just to make the ability score arrays common property. Everyone rolls, but anyone can use anyone else's array.
 

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