rogueattorney
Adventurer
As anyone who knows my posting history should know, I really, really, really like 1e. I'm one of those weirdos that's actually come to grips with the init. system and feel like I've "grokked" it to the extent that it can be "grokked." That said, there are a number of things I don't like.
1. I don't like segments for both surprise and casting time purposes. I'd convert casting time to an initiative penalty, like the dex bonus for firing missiles. For surprise, I'd try to systemize a d6 or d8 roll, with a standard bonus/penalty value. I'd also drop the casting time v. weapon speed initiative variant and only use weapon speed to adjudicate ties.
2. I don't like the contradictory shield and magic armor encumbrance rules.
3. I'd like to have had a combat tutorial somewhere among the products. (I know the DMG was really written as an advice book rather than a tutorial and much of the combat advice was meant to be viewed through the lens of the procedures you were already using coming from BD&D or OD&D. And frankly, I'd have it no other way... I really love the way the DMG is written. That said, there should have been a basic primer within the AD&D books and resources somewhere that did a better job of integrating all the rules together.)
4. I don't like the morale rules. I'd use the much less clunky 2d6 morale rules introduced in the Moldvay version of BD&D. Assigning morale numbers to all the monsters would be a lot easier in the long run than using AD&D's "base 50% and adjust every round" rules.
5. I don't like the vast, vast majority of the 1e products that came out from 1984 to 1988. While the AD&D product quality stagnated a bit in the early 80's, the bottom dropped out from 1984 on.
That's really about it. A lot of the stuff that I rarely use (psionics, weapon v. armor class, training rules, etc.) I'm glad it's there simply for ideas and inspiration, and for when I want to give something kooky a try for a lark. Often I fine they work a lot better in practice than you'd ever expect.
1. I don't like segments for both surprise and casting time purposes. I'd convert casting time to an initiative penalty, like the dex bonus for firing missiles. For surprise, I'd try to systemize a d6 or d8 roll, with a standard bonus/penalty value. I'd also drop the casting time v. weapon speed initiative variant and only use weapon speed to adjudicate ties.
2. I don't like the contradictory shield and magic armor encumbrance rules.
3. I'd like to have had a combat tutorial somewhere among the products. (I know the DMG was really written as an advice book rather than a tutorial and much of the combat advice was meant to be viewed through the lens of the procedures you were already using coming from BD&D or OD&D. And frankly, I'd have it no other way... I really love the way the DMG is written. That said, there should have been a basic primer within the AD&D books and resources somewhere that did a better job of integrating all the rules together.)
4. I don't like the morale rules. I'd use the much less clunky 2d6 morale rules introduced in the Moldvay version of BD&D. Assigning morale numbers to all the monsters would be a lot easier in the long run than using AD&D's "base 50% and adjust every round" rules.
5. I don't like the vast, vast majority of the 1e products that came out from 1984 to 1988. While the AD&D product quality stagnated a bit in the early 80's, the bottom dropped out from 1984 on.
That's really about it. A lot of the stuff that I rarely use (psionics, weapon v. armor class, training rules, etc.) I'm glad it's there simply for ideas and inspiration, and for when I want to give something kooky a try for a lark. Often I fine they work a lot better in practice than you'd ever expect.