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Three Things that can't be Fixed in 1e AD&D
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<blockquote data-quote="Celebrim" data-source="post: 9881258" data-attributes="member: 4937"><p>I've met people who played "1e AD&D" for over a decade who weren't even aware those things were rules because they'd always played characters with 18's and generally never read the rules and so had ignored those tables explicitly or implicitly. Generally the solution in many cases is just to play with characters with stats optimized or near optimized for the class. How those characters came into being whether by cheating, generous attribute generation methods, making multiple characters and keeping the one you wanted, or whatever is an interesting discussion but often not even a rules discussion. If the goal is to make rules, referencing processes external to the rules isn't helpful.</p><p></p><p></p><p></p><p>It rarely comes up because people can play for decades and never have a single campaign that goes long enough to hit 13th level characters. You meet people who've played for 40 years and never stuck with one group of characters for more than five. </p><p></p><p>In my own experience, people play around the problem by foreseeing it and choosing to play multi-classed demi-humans that are going to hit hard level caps around the same time as the soft level caps anyway. It doesn't matter if your elf can't cast 7th level spells if they are going to hit a cap on M-U at 13th level anyway. But that's definitely playing around the problem.</p><p></p><p>All this really goes back to why at the start of my thinking I was thinking very much, "If you only fix the thief, you fix so much of the game, without having to deeply change the game into some unrecognizable form." But, the more threads I pulled, the more things unravelled. Fix the thief, well then you need to fix the assassin. Then it felt like I needed to fix the other skill defined class, the Barbarian. Then it feels like I need to fix NWPs as a whole. And along the way there are all sorts of small irritants that need to be fixed. And at some point I probably needed to produce a toned down cavalier.</p><p></p><p>And I had intended at some point to fix initiative and surprise. </p><p></p><p>But fixing the ability scores? That may be a bridge too far. A fix for that that leaves the game recognizable as 1e AD&D isn't obvious. The redone thief still feels like a 1e thief, but a redone fighter will lose all of its elegance and I think cause people to balk.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9881258, member: 4937"] I've met people who played "1e AD&D" for over a decade who weren't even aware those things were rules because they'd always played characters with 18's and generally never read the rules and so had ignored those tables explicitly or implicitly. Generally the solution in many cases is just to play with characters with stats optimized or near optimized for the class. How those characters came into being whether by cheating, generous attribute generation methods, making multiple characters and keeping the one you wanted, or whatever is an interesting discussion but often not even a rules discussion. If the goal is to make rules, referencing processes external to the rules isn't helpful. It rarely comes up because people can play for decades and never have a single campaign that goes long enough to hit 13th level characters. You meet people who've played for 40 years and never stuck with one group of characters for more than five. In my own experience, people play around the problem by foreseeing it and choosing to play multi-classed demi-humans that are going to hit hard level caps around the same time as the soft level caps anyway. It doesn't matter if your elf can't cast 7th level spells if they are going to hit a cap on M-U at 13th level anyway. But that's definitely playing around the problem. All this really goes back to why at the start of my thinking I was thinking very much, "If you only fix the thief, you fix so much of the game, without having to deeply change the game into some unrecognizable form." But, the more threads I pulled, the more things unravelled. Fix the thief, well then you need to fix the assassin. Then it felt like I needed to fix the other skill defined class, the Barbarian. Then it feels like I need to fix NWPs as a whole. And along the way there are all sorts of small irritants that need to be fixed. And at some point I probably needed to produce a toned down cavalier. And I had intended at some point to fix initiative and surprise. But fixing the ability scores? That may be a bridge too far. A fix for that that leaves the game recognizable as 1e AD&D isn't obvious. The redone thief still feels like a 1e thief, but a redone fighter will lose all of its elegance and I think cause people to balk. [/QUOTE]
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