Foster brings up a good point too, the players who also DM are supposed to abide by a code, allow the DM to DM by his own methods and interpretations, and to focus on being a player (stay on your side of the fence). When I'm a player I try to forget what I know and just adventure, its just more fun. As much as I hate the way many of AD&Ds rules are difficult (if not impossible) to peg down (such as initiative) they did amplify DM customization. A DM could use rules as simple or as complex as he wanted to.
PS another advantage (probably unintended) of those confusing rules is that it forces the reader to really dig threw (and spend alot of time reading and re-reading) the rule books to trt and figure it all out, this undoubtedly exposed many a DM to the pros related more to setting and attitude (something they may have gleamed over otherwise).
PS another advantage (probably unintended) of those confusing rules is that it forces the reader to really dig threw (and spend alot of time reading and re-reading) the rule books to trt and figure it all out, this undoubtedly exposed many a DM to the pros related more to setting and attitude (something they may have gleamed over otherwise).
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