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Why people like to play OD&D (1974)
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<blockquote data-quote="howandwhy99" data-source="post: 2882458" data-attributes="member: 3192"><p>Starting at the beginning</p><p></p><p>We roll 3d6 in order.  </p><p>Str</p><p>Int</p><p>Wis</p><p>Con</p><p>Dex</p><p>Cha</p><p></p><p>These stats each have an important in the game.  They also influence what your character can do, but for the most part offer very little in the way of bonuses.  They are only lightly imbedded within the combat system, but Diaglo might say differently.  Each stat gives bonuses and penalties I believe just as they do in Basic D&D (& somewhat similarly in AD&D 1E)</p><p></p><p>The first 3 stats correspond to the 3 original Core Classes.  (Fighting-Man, Magic-User, and Cleric).  These are very much like the HP & AC rules - they are abstract and definied only in terms of combat ability.  They are designed for easy use and understanding, but do not come right out and say how an attack works, how magic works, etc.  Just like AC isn't tied to specific types of dodges and HPs to types of health, functioning limbs, or disease, neither are classes outside of basic combat abilities.</p><p></p><p>To my understanding, a lot of gamers wanted more definition in the 70's and early 80's.  So many D&D-like games offered more complexities during combat.  Combat was king after all.  So instead of description for why your character was different, rules were tied in.  But by adding complexities to the rules, the game also slowed down.  I personally think Harn's system is by far the best of these game types, but I don't know if I'd give up our faster game speed for the differentiation.  (and OD&D flies during combat!)</p><p><a href="http://www.columbiagames.com/HarnPage/Harnpageindexnew.shtml" target="_blank">http://www.columbiagames.com/HarnPage/Harnpageindexnew.shtml</a></p><p><a href="http://www.columbiagames.com/resources/4001/harnmaster-combattables.pdf" target="_blank">http://www.columbiagames.com/resources/4001/harnmaster-combattables.pdf</a></p><p></p><p>When creating a character you can give them as much definition as you please.  These literally define the character.  The stats aren't often changed during this process, but the PC can do everything you have created them to do.  If you desire something unusual, the Ref can alter the rules to allow it.  This flexibility and simple design methodolgy is  one of the best parts of the game.  <u>The description you create literally ARE the rules for your character.</u>  What is the best character write up you've ever seen?  That is what your character is.  Every character write up, world exposition, magic item descriptions, etc. can be directly imported into the game.  These are the rules in the world as long as they correspond to the Referees design.  He or she adjudicates how the character design corresponds with the simple foundation originally supplied.</p><p></p><p><u>Other Character Classes</u>  The Thief was added in Greyhawk Supplement I as an additional Core class.  I believe all other classes published since then for OD&D are Prestige Classes.  These operate a little differently than the current PrCs in 3E.  OD&D prestige classes are qualified for during character creation.  Depending upon your rolls during character creation you can choose to take a PrC instead.  These are more powerful classes, but are mitigated by having slower levelling times.  Basically, the XP needed to advance each level is more.  </p><p></p><p><u>Ability Scores</u> In general, these have far, far less of an impact on your character's actual effectiveness than any other edition of the game I've read or played.  We personally use the expanded strength optional rule (18/%) which inceases the standard +1 to hit for high strength to even higher values (18/100 = +3/+4dam).  These and other changes after the core 3 books really began to emphasize the importance of stats in the game.  Higher stats began to mean more powerful characters, allowing easier successes for the players, and no balancing mechanism.  </p><p></p><p><u>Ability Score Requirements</u>  Like PrCs mentioned above, Races also have requirements.  Races other than human are more powerful, but typically at one type of play.  Elves are good F-M/M-Us, Dwarves are good F-M, and Hobbits are good T's.  Instead of using higher XP charts to level, races received level limits instead.  All this variation means that a starting 1st level party really has a wide degree of power between each character.  </p><p></p><p>The interesting thing though, is all Core Class Humans (the default assumption) have NO Ability Score Requirements whatsoever.  You can play a Str 3 Fighting-Man, Int 3 Magic-User, or Wis 3 Cleric.  When stats are rolled, you pretty much pick the best class for the roll, then adjust them (2 for 1, 3 for 1 depending upon chosen class [Diaglo knows this better than I do]), or if your Ref allows: Roll Again.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 2882458, member: 3192"] Starting at the beginning We roll 3d6 in order. Str Int Wis Con Dex Cha These stats each have an important in the game. They also influence what your character can do, but for the most part offer very little in the way of bonuses. They are only lightly imbedded within the combat system, but Diaglo might say differently. Each stat gives bonuses and penalties I believe just as they do in Basic D&D (& somewhat similarly in AD&D 1E) The first 3 stats correspond to the 3 original Core Classes. (Fighting-Man, Magic-User, and Cleric). These are very much like the HP & AC rules - they are abstract and definied only in terms of combat ability. They are designed for easy use and understanding, but do not come right out and say how an attack works, how magic works, etc. Just like AC isn't tied to specific types of dodges and HPs to types of health, functioning limbs, or disease, neither are classes outside of basic combat abilities. To my understanding, a lot of gamers wanted more definition in the 70's and early 80's. So many D&D-like games offered more complexities during combat. Combat was king after all. So instead of description for why your character was different, rules were tied in. But by adding complexities to the rules, the game also slowed down. I personally think Harn's system is by far the best of these game types, but I don't know if I'd give up our faster game speed for the differentiation. (and OD&D flies during combat!) [url]http://www.columbiagames.com/HarnPage/Harnpageindexnew.shtml[/url] [url]http://www.columbiagames.com/resources/4001/harnmaster-combattables.pdf[/url] When creating a character you can give them as much definition as you please. These literally define the character. The stats aren't often changed during this process, but the PC can do everything you have created them to do. If you desire something unusual, the Ref can alter the rules to allow it. This flexibility and simple design methodolgy is one of the best parts of the game. [u]The description you create literally ARE the rules for your character.[/u] What is the best character write up you've ever seen? That is what your character is. Every character write up, world exposition, magic item descriptions, etc. can be directly imported into the game. These are the rules in the world as long as they correspond to the Referees design. He or she adjudicates how the character design corresponds with the simple foundation originally supplied. [u]Other Character Classes[/u] The Thief was added in Greyhawk Supplement I as an additional Core class. I believe all other classes published since then for OD&D are Prestige Classes. These operate a little differently than the current PrCs in 3E. OD&D prestige classes are qualified for during character creation. Depending upon your rolls during character creation you can choose to take a PrC instead. These are more powerful classes, but are mitigated by having slower levelling times. Basically, the XP needed to advance each level is more. [u]Ability Scores[/u] In general, these have far, far less of an impact on your character's actual effectiveness than any other edition of the game I've read or played. We personally use the expanded strength optional rule (18/%) which inceases the standard +1 to hit for high strength to even higher values (18/100 = +3/+4dam). These and other changes after the core 3 books really began to emphasize the importance of stats in the game. Higher stats began to mean more powerful characters, allowing easier successes for the players, and no balancing mechanism. [u]Ability Score Requirements[/u] Like PrCs mentioned above, Races also have requirements. Races other than human are more powerful, but typically at one type of play. Elves are good F-M/M-Us, Dwarves are good F-M, and Hobbits are good T's. Instead of using higher XP charts to level, races received level limits instead. All this variation means that a starting 1st level party really has a wide degree of power between each character. The interesting thing though, is all Core Class Humans (the default assumption) have NO Ability Score Requirements whatsoever. You can play a Str 3 Fighting-Man, Int 3 Magic-User, or Wis 3 Cleric. When stats are rolled, you pretty much pick the best class for the roll, then adjust them (2 for 1, 3 for 1 depending upon chosen class [Diaglo knows this better than I do]), or if your Ref allows: Roll Again. [/QUOTE]
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