Wait, so 7/8/9th level spells weren't in OD&D?


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S'mon said:
it seems a far better balanced system than 1e, especially 1e post UA.

I remember when UA came out we looked at it and laughed our heads off, deciding that none of *that* was ever going to find its way into our games!

FWIW White Dwarf magazine had provided us with a wide range of alternative classes which saw a lot of use in our campaigns - especially the Barbarian by Brian Asbury from White Dwarf #4, and the 'Colour Mages' which came from an early issue of the APA 'Trollcrusher'.
 

Plane Sailing said:
I remember when UA came out we looked at it and laughed our heads off, deciding that none of *that* was ever going to find its way into our games!

FWIW White Dwarf magazine had provided us with a wide range of alternative classes which saw a lot of use in our campaigns - especially the Barbarian by Brian Asbury from White Dwarf #4, and the 'Colour Mages' which came from an early issue of the APA 'Trollcrusher'.

Yeah, the WD4 Barbarian is very nice - hmm, I may adapt it for my C&C campaign! :)

Edit: Sadly I came to UA with zero GMing experience, I had no idea how 'broken' it was, in the modern vernacular. :)
 

No really, I want to know if and why you need Chainmail for it. Since I was born 76 and in Europe, I never saw one of the 74-Edition Books. :(
 

Baumi said:
No really, I want to know if and why you need Chainmail for it. Since I was born 76 and in Europe, I never saw one of the 74-Edition Books. :(
Chainmail is the combat rules for OD&D
 

Plane Sailing said:
In some ways I regret that, because it meant that I never saw the expert/ advanced/ companion/ immortals/ whatever sets come out that extended the BD&D rules... and it sounds as though they covered a lot of things that AD&D only alluded to and 3e never bothers dealing with at all.

Get yourself a copy of the RC then. Or get the PDF. It's not my favorite edition, but it's an impressive work with lots to steal or be inspired by.

Although I prefer Basic/Expert these days, I really don't regret my AD&D years. They were a lot of fun, & I wouldn't trade them in for anything.
 

S'mon said:
Plus Moldvay is a really good concise writer, I think 1981 Moldvay Basic is the best ready-reference for running a D&D game that's ever been written.

I really do think that Moldvay's Basic Set is one of the finest gaming books. There are a few (to me) flaws in the Cook/Marsh Expert Set, but it is still very good. For a game that is intended to top out at 14th level I don't think they can be beat.

I like Menzter alot too, and it was the one I played the most. The War Machine and Stronghold rules are a really nice addition, and the Weapon Mastery was just optional anyway. The RC is a great book as well, although it is marred by awful editing and awful art.
 

RFisher said:
Get yourself a copy of the RC then. Or get the PDF. It's not my favorite edition, but it's an impressive work with lots to steal or be inspired by.

I see it is only $4 from Paizo - I'll have to pay them a visit!
 

Razz said:
I could never restrict magic to 5th level. It's unrealistic to put a cap. With magic, there is no limit.

And you'll get angry players when they can't kill with a word or gate in mighty demons like "other D&D players" can. You get laughed at by fellow gamers when you tell them that your 20th-level wizard can't cast chain lightning or look really cool blasting opponents with a meteor swarm.

Back when the original D&D set was the only thing there was and there were no spells higher than 5th level, you'd be laughed at for claiming that you had a 20th-level wizard. The way the game was calibrated, anyone who claimed they had a 20th-level character was likely just a boasting munchkin.
 


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