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Wait, what? (Spell memorization in 2nd ed AD&D)
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<blockquote data-quote="Ace" data-source="post: 8085259" data-attributes="member: 944"><p>Absolutely, I preferred (back in Ye Olden Daze of 2E) the opposite approach to encourage making items and to encourage spells research.</p><p></p><p>For the former, just get your mates and go on an adventure for whatever you needed and as to the later, do it during downtime. My house rule, never used as players never did spell research was to not count personal spells against the limits. This way if you make "Yourguy's Iceball." basically fireball but ice, not only did yoou get a new spell but you still had all your unused known spell slots. </p><p></p><p>However like henchmen, strongholds, weapon vs armor type and a host of other rules, it mostly when unused. </p><p></p><p>Players than as now (and I played with a LOT of groups) tended to like to bull through problems and keep to 4 or more guys vs a dungeon. I got a bit of a rep as crafty but eccentric for things like caltrops (useful to protect when sleeping in zombie infested strongholds) having a war dog as my MU's pet (not familiar, pet) and other old school tricks.</p><p></p><p>Personally I think the guys like Questing Beast on YouTube that make an effort to point out these little used things benefit the OSR as a mvement. The OSR is more than "less rules, more rulings" or "more gonzo" as seems to be a biig thig now. Its a way of approaching plan and problems solving that can lead to aheck of alot of fun with the right group.</p></blockquote><p></p>
[QUOTE="Ace, post: 8085259, member: 944"] Absolutely, I preferred (back in Ye Olden Daze of 2E) the opposite approach to encourage making items and to encourage spells research. For the former, just get your mates and go on an adventure for whatever you needed and as to the later, do it during downtime. My house rule, never used as players never did spell research was to not count personal spells against the limits. This way if you make "Yourguy's Iceball." basically fireball but ice, not only did yoou get a new spell but you still had all your unused known spell slots. However like henchmen, strongholds, weapon vs armor type and a host of other rules, it mostly when unused. Players than as now (and I played with a LOT of groups) tended to like to bull through problems and keep to 4 or more guys vs a dungeon. I got a bit of a rep as crafty but eccentric for things like caltrops (useful to protect when sleeping in zombie infested strongholds) having a war dog as my MU's pet (not familiar, pet) and other old school tricks. Personally I think the guys like Questing Beast on YouTube that make an effort to point out these little used things benefit the OSR as a mvement. The OSR is more than "less rules, more rulings" or "more gonzo" as seems to be a biig thig now. Its a way of approaching plan and problems solving that can lead to aheck of alot of fun with the right group. [/QUOTE]
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