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

I think the relevant text regarding melee vs prolonged actions is on p.66 of the DMG which attempts to explain how to resolve a weapon attack vs spellcasting. This was so confusing that Gary Gygax wrote a Dragon article about it, if I remember correctly, which did little to clear up the issue.

Possible the worst line from the entire DMG :

"Compare the speed factor of the weapon with the number of segments which the spell will require to cast, to determine if the spell or weapon will be cast/strike first, subtracting the losing die roll on the initiative die roll from the weapon factor and treating negative results as positive."

My own approach is what makes sense to me after synthesizing various commentaries on initiative, and I consider charging another example of a prolonged action alongside spellcasting. But as I mentioned earlier, I'm not really interested in textual analysis.
 

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Also, can y'all give the probability discussion a rest or take it offline? I'm a physicist and data scientist, I understand both your points, but it's polluting the thread and getting boring.
 

Also, can y'all give the probability discussion a rest or take it offline? I'm a physicist and data scientist, I understand both your points, but it's polluting the thread and getting boring.
Sorry. Engineer myself and I genuinely like talking math. AD&D is what set me on my STEM path, so I suppose I have a soft spot for it.

Moving past bell curves and onto solutions though, the reason % Strength exists was to boost the power levels of Fighters. I would do away with it and just give Fighters a bonus to damage as they level. Maybe + 1 starting, then another + 1 every 4 levels after.

As for the other stats, the initial expectation of D&D was you rolled up a character who was on average, "average". Then AD&D comes along and the expectation changes to rolling up characters who were "above-average", but to get that result you had to cheat a bit. Using alternative stat generation methods and tossing charters without at least two 15 are both suggested in writing, for instance. So following that guidance, shouldn't be a problem generating viable characters RAW.
 

Moving past bell curves and onto solutions though, the reason % Strength exists was to boost the power levels of Fighters. I would do away with it and just give Fighters a bonus to damage as they level. Maybe + 1 starting, then another + 1 every 4 levels after
So, even less bonus damage than the monk?

I think we all agree that the fighter group deserves something, and that gatekeeping a class ability behind an 18 strength was a bad idea!
 

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