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General Tabletop Discussion
*Dungeons & Dragons
What Constitutes "Old School" D&D
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8678328" data-attributes="member: 82106"><p>No, not really. Just careful systematic identification of the most cost-effective techniques, knowing what stuff you wanted, finding out how and where to get it, and going after it. Yes, you pay costs to cast for scrolls, but under controlled conditions where you can deal with it properly.</p><p></p><p>Well, that's of course all up to interpretation. There's nothing hard and fast that says a D&D/1e Druid cannot or will not enter a dungeon. Henchmen generally ALWAYS get a share, usually at 25% if you follow convention. At least in my experience though, henchmen were pretty close to a necessity if you really wanted to get anything done. But that points out how WIDE the range of play styles are in D&D.</p><p></p><p>Generally items were pretty expensive and unlikely to be available in 1e, D&D itself has few 'rules' on that kind of thing.</p><p></p><p>I've seen about zilch games where training costs were really enforced, at least in the 1e way. The LG players I've talked to inform me Gary never used any such rule. I can see why you might if you give out tons of gold and need to take it all back, perhaps.</p><p></p><p>In our games magic users regularly traded and maintained pools of basic core spells. Additionally ANY NPC caster that fell under the axe was DEFINITELY going to yield up some sort of books we could copy (the most valuable of all treasure really). As for the rules on starting spells and what you might or might not get at level advance in any of these versions of D&D, there wasn't any consistent rule. AD&D indicates there is a MINIMUM of spells known, but exactly what that refers to is not obvious (perhaps it indicates that if you've checked comprehension of every possible spell and not met that number you can reroll some?) Nobody really knows!</p><p></p><p>As I recall, our normal practice was that your mentor handed you a spell of whatever new spell level you acquired access to, random generation. That pretty much follows on the rule in the DMG on initial starting spells. As I say, generally any established party/adventuring band/guild would have SOME sort of library that could be accessed. When I was playing in a club with about 100 other people there was an organized Guild, the higher level guys set the dues as they saw fit. If you didn't like that, you could always lump it, but some of them enforced a monopoly on copying spell formulae! lol. That was only one town though. </p><p></p><p>There were/are MANY valid approaches to D&D, which is one of the positive aspects of the original game (maybe a little less prevalent in B/X and 1e, but still mostly there).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8678328, member: 82106"] No, not really. Just careful systematic identification of the most cost-effective techniques, knowing what stuff you wanted, finding out how and where to get it, and going after it. Yes, you pay costs to cast for scrolls, but under controlled conditions where you can deal with it properly. Well, that's of course all up to interpretation. There's nothing hard and fast that says a D&D/1e Druid cannot or will not enter a dungeon. Henchmen generally ALWAYS get a share, usually at 25% if you follow convention. At least in my experience though, henchmen were pretty close to a necessity if you really wanted to get anything done. But that points out how WIDE the range of play styles are in D&D. Generally items were pretty expensive and unlikely to be available in 1e, D&D itself has few 'rules' on that kind of thing. I've seen about zilch games where training costs were really enforced, at least in the 1e way. The LG players I've talked to inform me Gary never used any such rule. I can see why you might if you give out tons of gold and need to take it all back, perhaps. In our games magic users regularly traded and maintained pools of basic core spells. Additionally ANY NPC caster that fell under the axe was DEFINITELY going to yield up some sort of books we could copy (the most valuable of all treasure really). As for the rules on starting spells and what you might or might not get at level advance in any of these versions of D&D, there wasn't any consistent rule. AD&D indicates there is a MINIMUM of spells known, but exactly what that refers to is not obvious (perhaps it indicates that if you've checked comprehension of every possible spell and not met that number you can reroll some?) Nobody really knows! As I recall, our normal practice was that your mentor handed you a spell of whatever new spell level you acquired access to, random generation. That pretty much follows on the rule in the DMG on initial starting spells. As I say, generally any established party/adventuring band/guild would have SOME sort of library that could be accessed. When I was playing in a club with about 100 other people there was an organized Guild, the higher level guys set the dues as they saw fit. If you didn't like that, you could always lump it, but some of them enforced a monopoly on copying spell formulae! lol. That was only one town though. There were/are MANY valid approaches to D&D, which is one of the positive aspects of the original game (maybe a little less prevalent in B/X and 1e, but still mostly there). [/QUOTE]
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