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What DON'T you like about 1E AD&D?
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<blockquote data-quote="TerraDave" data-source="post: 3908878" data-attributes="member: 22260"><p>How did I miss this thread?</p><p></p><p>Oh, I have issues, and before reading other replies, I want to share:</p><p></p><p><strong>1) Inconsistent and ad-hoc mechanics:</strong></p><p>----Different and inconsistent non-magical ways to listen </p><p>----Different and inconsistent non-magical ways to sneak</p><p>----Different and inconsistent non-magical ways to reduce chance of surprise</p><p>----Seemingly arbitrary modifiers coming from ability scores</p><p></p><p><strong>2) Rules too often not used (but usually for a good reason)</strong></p><p>----Weapon speeds</p><p>----Weapon vs. armor</p><p>----Training</p><p>----Minutia in spells</p><p>----Minutia regarding magic items (like failure for certain races)</p><p>----The rules for surprise or tied initiative</p><p>----Unarmed combat</p><p></p><p><strong>3) Overly complicated, restrictive, and ineffective ways of balancing classes</strong></p><p>----Level limits for non-humans</p><p>----Different experience point charts</p><p>----“Flavor” restrictions (looking at paladins and rangers)</p><p>----Intentionally unbalanced power curves (e.g. wizards start weak to get strong latter)</p><p>----Use of ability prerequisites</p><p></p><p><strong>4) Remaining substantial in-balance</strong></p><p>----Overpowered high level spellcasters (especially wizards; to be fixed in 4th ed <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />)</p><p>----Overpowered multiclassed spellcasters</p><p>----Desperate need that non-casters have for magic items at higher levels (hasn’t changed)</p><p>----Underpowered thieves</p><p>----In balance across races (why play a human if it is a short lived campaign?)</p><p>----Assassin, monk, druid, and illusionist classes that can sometimes be powerful, but just don’t quite fit. (also to be fixed in 4th ed <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" />). </p><p>----Psionics</p><p>----Barbarian and cavalier </p><p></p><p><strong>5) Gaps in a pretty long ruleset</strong></p><p>----no skill system, or any guidance on a lot of common, in play activities.</p><p>----Proficiencies introduced to solve this problem really didn’t, and actually made 1) worse.</p><p>----Monster customization</p></blockquote><p></p>
[QUOTE="TerraDave, post: 3908878, member: 22260"] How did I miss this thread? Oh, I have issues, and before reading other replies, I want to share: [B]1) Inconsistent and ad-hoc mechanics:[/B] ----Different and inconsistent non-magical ways to listen ----Different and inconsistent non-magical ways to sneak ----Different and inconsistent non-magical ways to reduce chance of surprise ----Seemingly arbitrary modifiers coming from ability scores [B]2) Rules too often not used (but usually for a good reason)[/B] ----Weapon speeds ----Weapon vs. armor ----Training ----Minutia in spells ----Minutia regarding magic items (like failure for certain races) ----The rules for surprise or tied initiative ----Unarmed combat [B]3) Overly complicated, restrictive, and ineffective ways of balancing classes[/B] ----Level limits for non-humans ----Different experience point charts ----“Flavor” restrictions (looking at paladins and rangers) ----Intentionally unbalanced power curves (e.g. wizards start weak to get strong latter) ----Use of ability prerequisites [B]4) Remaining substantial in-balance[/B] ----Overpowered high level spellcasters (especially wizards; to be fixed in 4th ed ;)) ----Overpowered multiclassed spellcasters ----Desperate need that non-casters have for magic items at higher levels (hasn’t changed) ----Underpowered thieves ----In balance across races (why play a human if it is a short lived campaign?) ----Assassin, monk, druid, and illusionist classes that can sometimes be powerful, but just don’t quite fit. (also to be fixed in 4th ed ;)). ----Psionics ----Barbarian and cavalier [B]5) Gaps in a pretty long ruleset[/B] ----no skill system, or any guidance on a lot of common, in play activities. ----Proficiencies introduced to solve this problem really didn’t, and actually made 1) worse. ----Monster customization [/QUOTE]
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