Salamandyr
Adventurer
Some things I wouldn't miss.
Hit Point bloat
Short Rests
Expected Encounters Per Day
Hit Point bloat
Short Rests
Expected Encounters Per Day
Not much to say. 5e has skills, your character can do stuff beyond what his class says. AD&D lacked that - even the later NWPs didn't help much.
After much consideration, I have decided that I'm neutral on the ability modifier change. I mean, on the one hand, it's great that everything is streamlined now. On the other hand, now we need to worry about maximizing our attack stat, and we have to deal with ridiculously inflated HP pools due to Con scaling, where previously we could play a perfectly decent character with straight tens. Over all, it's pretty much a wash.Ability score modifiers being streamlined. Honestly, this is probably the biggest change between AD&D and 5th Edition. A 16 in 5E is always +3. +3 to what, you ask? To everything, no matter the ability. Whereas in AD&D, it might be a +2 to hit, +3 to damage, 35% chance to bend bars, +1 spell slot, +5 known spells, +10% to pick pockets, +15% to open locks, etc. It was all too much to remember.
This isn't entirely true. Way back in the 70s, Dragon magazine specifically talked about this, and in AD&D skills were handled via an ability check. So any time you wanted to do something, the DM just had you roll a d20 and if it was under your ability score, you succeeded. Very simple, widely used, and it made every point you had in a score matter.
Semi-idle thought experiment: if you were playing AD&D as a player (not a DM), what would you miss about 5E? What bits would you think worth keeping or importing?
For me, I like the 5E fighter and the number of combat options he has. Some of the 5E fighter actions like Disarm have analogues in AD&D (Complete Fighter's Handbook), but some of them don't. In particular, the way that grappling/shoving works in 5E is pretty beautiful for fighters--a 6th level fighter can turn a fight with an Earth Elemental from a deadly struggle into something approaching simplicity just by leveraging his Athletics training. I would want the game to have Prone as a disadvantageous condition, and a way for a fighter to reliably or semi-reliably exploit it, although I don't necessarily need it to be as trivially easy as it is in 5E. (E.g. Prone gives a -4 to hit and +4 to be hit, and attack rolls/saving throws take place on a 2d10 bell curve instead of d20. Ability contests are run by comparing margins of success on a 3d6 roll; for grappling it's a Strength contest, and weapon proficiency in wrestling gives you a +2 on wrestling contests. That replicates basically the same dynamics as 5E when it comes to tanky fighters wrestling enemies into submission.)
I would also miss the a beauty of Sharpshooter and fighters who do tons of damage with arrows; but I'm willing to give that up in the name of a more classic, harder game. D&D as GURPS (complete with lots of Rapid Shots and Vital Shots) is just too easy.
I would miss reaction spells like Shield and Absorb Elements; but not enough to want to import them. The AD&D wizard paradigm is "think ahead" (Stoneskin/Ironskin/Contingency), not "react on the fly" (Shield/Absorb Elements). I would sort of miss Counterspell though--it's a nice bit of fiction. I'm not sure how to accomodate Counterspell in the AD&D paradigm.
I might miss the saving throw system. I've always been kind of fuzzy on the reasons why rods/staves/wands get treated differently from spells, in the fiction. On the other hand, I'm often also fuzzy on why e.g. getting out of a Forcecage involves a Charisma save, or why exactly a Dexterity saving throw to protect you from Fireball does not cost movement or a reaction or leave you prone (i.e. apparently you're not doing any of the things you'd think you were doing to protect yourself from the Fireball). Both systems have their warts from a logical perspective so it might be a wash.
That's all I can really think of that I'd miss. There are things I like about 5E, but aside from fighters, Counterspell, and maybe ability-centric saving throws, I can't think of anything else that I like better in 5E than in AD&D. (I'm fine with THAC0, for example. In some ways it's easier to deal with than ascending AC, especially in large combats.)
If you were me, what would YOU be missing?
Not to talk up 5e skills (they're really pretty meh in a lot of ways, and utterly dependent upon DM judgement), but NWPs were terrible. There were a lot of them, of which you got very few, so they created a great deal of incompetence among PCs. The system, itself, was pretty poor (see Mercule's post, above), and it conflicted with established special abilities.Overall the differences are pretty minor AFAICT.
Quoted for truth. NWP's felt completely tacked-on and unsupported by the rules. I never knew what to do with them. And the name... non-weapon proficiencies? Why are they defined by what they're not instead of what they are (i.e. skills)? How often do you list your "non-dancing skills" on a resume? Or describe D&D, Pathfinder, and World of Darkness as "non-Italian-Plumber games?"...NWPs were terrible.
The skill-less system of Core 1E lends itself to more freedom and more imagination.
DMing 5E I've noticed that when presented with a dilemma and asked 'What are you going to do?', most players look straight down at their sheet to find a relevant skill.
No so in 1E, the skills weren't there, which meant they had to *think* of something. This led to more interesting solutions, and also more interesting challenges being presented by the DMs.