What DON'T you like about 1E AD&D?

an_idol_mind said:
My general experience with all editions is that new players aren't going to be trying to crack open the DM's Guide anyway. Many of them don't even go through the Player's Handbook. I've introduced many new players to the game, and I've never handed them any sort of rule book to do it. It's almost always, "Here's a character sheet, and here's some dice. I'll walk you through character creation, and then you'll learn the rules as you come across them." If they like the game, maybe they'll buy the Player's Handbook. I don't know of any players who go out and get a DM-specific book unless they're planning on DMing, though.

"Hey, I like this game and got the PH. This character sheet you helped me fill out has entries for saving throws and attacks. How do I determine those? I don't see that information here in the PH."

"Actually how those numbers are determined is supposed to be secret DM information."
 

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Darkwolf71 said:
Ok, in baby steps. Ready?

They matter because it is the players who have not DM'd that we are talking about.

Of course once you have DM'd you are going to be more knowlegable about the game and all it's rules. Of course you're going to have read the DMG at that point. I should certainly hope so.
If, however, you have not DM'd and have no intention of doing so you do not need to know the rules in the DMG. There. Is. No. Need.

Unless you want to know about character advancement, gaining xp, training, how your THAC0 improves, how your saves improve, or how the different classes compare on THAC0 or saves when making a character. Or perhaps how initiative is supposed to work when you get into combat.
 

Storm Raven said:
Even though you saw him DM, apparently you were ignorant of the rules of the game. I'm still trying to figure out how you decided that you knew you wanted to run a game when you were explicitly ignorant of the rules presumably necessary to do so. If you knew what you were getting into ahead of time, then you weren't ignorant of the rules, and hence, your argument falls apart. If you didn't, then you couldn't have known what you say you knew.
Not sure why it's so hard for you to grasp.

When SWSE came out, I wasn't sure if I'd want to play it or not. I went to my FLGS and asked when they would be running a game. Showed up at the correct time and watched them play a session. Didn't play, I observed. Amazingly I was able to take that information and decide I did not want to play the game. I have watched other games and decided that I did want to play. I find it easier than jumping into a game I may not like and end up looking for a way out halfway through the session.
 

Voadam said:
Unless you want to know about character advancement, gaining xp, training, how your THAC0 improves, how your saves improve, or how the different classes compare on THAC0 or saves when making a character. Or perhaps how initiative is supposed to work when you get into combat.
Well, as merely a player you wouldn't NEED to know how the DM is calculating the XP he's awarding all the PC's, though you might be curious why some monsters seem to be worth more/less, why some class activities might earn your PC more xp than the activities of other PC's with different classes. Since you would be able to see the starkly different xp progression tables by class you might wonder WHY they are so different.

THACO is 2E, not 1E. But even in 2E not only THACO but base saves are something that only changes when you level. While it might be convenient for you as a player to simply have that information handy it's hardly that great an INcovenience to simply ask the DM WHEN the time comes for you to level up. But it IS rather unanswerable why this might actually BE information to be kept away from players.

1E initiative is a near-indecipherable, craptastic mess. It wouldn't help any player to have actually read it. I did run ONE campaign where I began with the intent of keeping it as close to RAW as possible and initiative was the first thing to get houseruled, and that after the first combat proved what a sad affair the campaign would be if we really DID try to stick to that. It was not until I read ADDICT in 2006 that I ever thought it COULD theoretically be run as-is, though even with ADDICT it would probably still be better to use simpler house-ruled methods instead

I can relate that my own experience with the DMG as a player was that I did NOT read, nor even attempt to read, the DMG for quite some time. As a player it was not necessary to play and information in it that I needed for my character could easily be provided by the DM. If my DM provided it by simply handing me the DMG then by and large I simply took the information I needed and did not make much effort to read the rest. As I began to get more deeply interested in the details and nuances I started by borrowing the DMG from my DM's and then soon after just bought my own. Even then, I felt I probably SHOULD be trying to run a campaign if I was going to be having this information. The DMG told me so in sections that have already been quoted upthread that this information WAS NOT FOR PLAYERS.

That, however, was complete and utter shash. My first DM certainly did hold to that belief of exclusivity to an extent (and that probably kept me from getting very curious about other aspects of the game outside of being a mere player) but he believed it probably only because it told him to believe it. I would have to say that the only things that the DMG revealed that would be desireable to keep from players eyes is the idea that the DM MAKES THINGS UP (rules, monsters, whatever) and the sections of text where the DM is effectively given instructions to be not only adversarial but seemingly vindictive. Things like... spell research should cost just slightly more than the PC can actually afford, and they should be gleefully allowed to waste all their time and money on research the DM has decided for unstated reasons WILL NEVER SUCCEED.

In fact, it sure seems to me that even while Gary may have written some of these things, he may not have particularly believed them, or if he did he didn't adhere to them strongly, or perhaps he just ingnored what he wrote for the rules and for his own game just continued to run things as he always had regardless of what his own printed words my have suggested; sometimes being by-the-book, sometimes being in direct contradiction of the book. Certainly he has publicly stated that some of the rules that were in there he never personally used or cared about but had only included them to appease friends who DID use and care for them. Is it hard to believe that some of his prose may have been equally disposable to him? Could it not be that he wrote that the DMG should be kept sacred for DM's simply to please some people who actually DID think that, despite it's inclusion of a lot of material that was regularly used by players or at least was of an UTTERLY non-sensitive nature?

Rather than snipe at each other about what was or wasn't intended, select participants in this thread ought to simply post to Gary's threads here and ASK? Though given the disproportionate passion some people seem to hold on the subject I wouldn't blame him for not wanting to respond and be drawn into the morass.
 

Hussar said:
On the stats thing.

The anecdotal claim on the table is that the majority of 1e groups had 1 DM and the rest of the players were ignorant of the rules.

The poll of EN Worlders contradicts this claim.

What reason would there be that this claim would be so completely contradicted. If the split were 50/50, I could see it, but, when it's pretty heavily one sided, what would skew this so much?

Hussar, as I stated on that thread, if you've been playing this game for 20+ years you would expect every member of the group to have DMed (and thus had the rules explained to them or read (in part or in whole) the DMG). We even forced players to DM who had no desire to because we wanted some fresh gaming (but that was after many years).

The question should have been, when you first started playing AD&D (say within the first year or 2) did you rotate DMs between members of the group, or keep the same DM. Or, how long was it before the players started reading the DMG?

Fresh DMs (from within the group or without) are a plus when your regular DM starts burning out or getting in a rut. But that usually takes a good while.

As for the rules comparison between 1E and 3E, I found the 3E rules way more understandable then 1Es, but with a relatively dry text not very inspiring to the fledgling DM or player. But thats just me.

MAN in Funny Hat, I think alot of the DMG was more to set the mood and give the DM ideas of what sort of things he should be thinking about rather then sticking to them strictly (it was there if you wanted or needed it).

Oh, and ADDICT IMO has initiative wrong. Per Gygax statements at DF (and the DMG rules themselves), your role represents when the other guy goes during the round (segs 1-6) and vise versa. So if I role a 2 and you role a 6, I don't act until the 6th segment (near the very end of the round) while you get your telling chance near the very begining (2x6=12 seconds into it as an approximate).
To calculate when a spell goes off you simply add casting time to the role your opponent makes. So in the above example, if your an MU casting a 5 segment spell your spell will go off on segment 2+5=7 (of the 10 segment round, infact if the MU started casting on round 6 it wouldn't go off until segment 1 of the next round (6+5=11). That means I (going on segment 6) would actually be able to go before your spell is completed. When you use this interpretation of initiative (which I think is correct), casting time suddenly makes alot of since and figuring out who goes first (in a relative way) is a snap.

PS. I don't think these actual time periods (like segment 7) are litteraly when the PC acts, rather they just help establish approx. order (espl. when it comes to spell casters).
 
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Voadam said:
"Hey, I like this game and got the PH. This character sheet you helped me fill out has entries for saving throws and attacks. How do I determine those? I don't see that information here in the PH."

"Actually how those numbers are determined is supposed to be secret DM information."

Heh...touché.
 

Storm Raven said:
Exactly what would you learn from reading the DMG that would reduce the enjoyment of the game? What was there that would reduce the fun?
Knowing the properties of every magic item, which is a decent chunk of the DMG. Also, the monster stats in the back of the book.
 

Tewligan said:
Knowing the properties of every magic item, which is a decent chunk of the DMG.

Except that when you obtain the magic item (assuming you have identified it as a magic item), you get that information pretty much by using the magical identification process. So, exactly how does knowing something you would find out anyway cause problems?

Also, the monster stats in the back of the book.

Only the vaguest and most bare-bones possible stats. If you can figure much out from what was on that list in the appendices to the DMG, then you already know much more than what was in the PHB.
 

Valiant said:
Hussar, as I stated on that thread, if you've been playing this game for 20+ years you would expect every member of the group to have DMed (and thus had the rules explained to them or read (in part or in whole) the DMG).

The poll is explicitly limited to 1e. I don't think most people here or elsewhere have played 1e for 20+ years.

Oh, and ADDICT IMO has initiative wrong. Per Gygax statements at DF (and the DMG rules themselves), your role represents when the other guy goes during the round (segs 1-6) and vise versa. So if I role a 2 and you role a 6, I don't act until the 6th segment (near the very end of the round) while you get your telling chance near the very begining (2x6=12 seconds into it as an approximate).
To calculate when a spell goes off you simply add casting time to the role your opponent makes. So in the above example, if your an MU casting a 5 segment spell your spell will go off on segment 2+5=7 (of the 10 segment round, infact if the MU started casting on round 6 it wouldn't go off until segment 1 of the next round (6+5=11). That means I (going on segment 6) would actually be able to go before your spell is completed. When you use this interpretation of initiative (which I think is correct), casting time suddenly makes alot of since and figuring out who goes first (in a relative way) is a snap.

Um, no. The rules in the 1e DMg don't actually say any of that. I think you need to go back and look at the 1e DMG, pages 61-65 again. Of course, one wonders about a rule system that requires through four pages of text to even begin to understand the initiative system.
 
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Darkwolf71 said:
When SWSE came out, I wasn't sure if I'd want to play it or not. I went to my FLGS and asked when they would be running a game. Showed up at the correct time and watched them play a session. Didn't play, I observed. Amazingly I was able to take that information and decide I did not want to play the game. I have watched other games and decided that I did want to play. I find it easier than jumping into a game I may not like and end up looking for a way out halfway through the session.

Most people decide if they want to play a game or not based upon reading the rules, rather than cluelessly watching a bunch of people they don't know play a game. I still don't think your explanation makes any sense, but then again, you do seem to be advocating that it is good for a rule system to need players to be ignorant of the rules, so there is a lot about what you are arguing for that I just don't think makes sense.
 

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