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What DON'T you like about 1E AD&D?
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<blockquote data-quote="Valiant" data-source="post: 3912701" data-attributes="member: 54792"><p>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). </p><p></p><p>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? </p><p> </p><p>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. </p><p></p><p>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.</p><p></p><p>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). </p><p></p><p>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).</p><p>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. </p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="Valiant, post: 3912701, member: 54792"] 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). [/QUOTE]
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