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What DON'T you like about 1E AD&D?
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<blockquote data-quote="Voadam" data-source="post: 3906873" data-attributes="member: 2209"><p>With nonweapon proficiencies (introduced in OA, DSG and WSG), house rules, and certain module specific situations it could matter. Under core rules, the DMG background professions, or simple DM ad hoc adjudication not using an ability check mechanic, not so much. </p><p></p><p></p><p>With the same amount of xp Thieves generally advance quicker, although MU's had a wierd advancement chart where at the midpoint for levels they zoom up levels quicker than at other points. It was a poor balancing mechanic IMO. </p><p></p><p>No 1e module I saw was designed around certain xp amounts but always for certain levels. The pregenerated PCs did not give more levels to thieves than to others that I remember. They usually balanced the sample characters by magic items, hp, and good ability scores for lower level characters vs the higher level ones and had multiclass characters lower level than the higher level ones. </p><p></p><p></p><p></p><p>I'd disagree. How much practice improves you should not be tied to raw ability IMO. High strength does not indicate superior fighter <em>learning</em> ability to me. If anything intelligence across the board might debatably be applicable as an appropriate attribute tied to learning and improving from experience, but not other ability scores.</p><p></p><p></p><p>Some were for special situations such as using them underwater but others were just hidden aspects that I thought should not have been hidden. E.g. Detect Magic in the DMG allowed more info in general IIRC.</p></blockquote><p></p>
[QUOTE="Voadam, post: 3906873, member: 2209"] With nonweapon proficiencies (introduced in OA, DSG and WSG), house rules, and certain module specific situations it could matter. Under core rules, the DMG background professions, or simple DM ad hoc adjudication not using an ability check mechanic, not so much. With the same amount of xp Thieves generally advance quicker, although MU's had a wierd advancement chart where at the midpoint for levels they zoom up levels quicker than at other points. It was a poor balancing mechanic IMO. No 1e module I saw was designed around certain xp amounts but always for certain levels. The pregenerated PCs did not give more levels to thieves than to others that I remember. They usually balanced the sample characters by magic items, hp, and good ability scores for lower level characters vs the higher level ones and had multiclass characters lower level than the higher level ones. I'd disagree. How much practice improves you should not be tied to raw ability IMO. High strength does not indicate superior fighter [I]learning[/I] ability to me. If anything intelligence across the board might debatably be applicable as an appropriate attribute tied to learning and improving from experience, but not other ability scores. Some were for special situations such as using them underwater but others were just hidden aspects that I thought should not have been hidden. E.g. Detect Magic in the DMG allowed more info in general IIRC. [/QUOTE]
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