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Why people like to play OD&D (1974)
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<blockquote data-quote="howandwhy99" data-source="post: 2882991" data-attributes="member: 3192"><p>Some ther interesting things I've picked up from playing:</p><p></p><p>Classes go from level 1-12 in general. So races stopping early really has less of an impact on their power. Plus, they are not required to retire and a nice Ref may let further bonuses come from play (increased wealth helps too). Also, with Basic or AD&D rules added your characters could easily go higher (say level 36 then immortal following Basic rules), but I know we play with 12th level as essentially Epic.</p><p></p><p>The granularity of the game is very big which is a significant difference from 3E where the granularity is fairly small. The differences in world power by character level are large. A +1 bonus from say a magic weapon has a big impact during a fight. This means all those +1 higher ground, cover bonuses, etc. all have greater impact during play. </p><p></p><p>Spells advanced pretty much like those on the 1E charts. So at low levels a M-U gets one and a Cleric 0. Spells are far fewer in the game, but those used are like canons on a battlefield: very powerful. Charm Person, for instance, is equivalent to Dominate Person in 1E. Hold Person or Sleep can easily mean your character's death. Knowing when to use these spells and what spells to pick relates back to the tactical side of things. </p><p></p><p>Armor class runs from 10 down to 0. Magic enhancements to armor affects the ability of another to hit you not your AC, so negative numbers don't occur. This is a slight change in P.O.V. I know, but some attacks/creatures can ignore magical enhancements. All this really means is: the Attack Roll is the the only roll Modified. The person who modifies rolls is mainly the Referee. So players have little to worry about when playing. Of course, finding our you own a magic sword (either by deduction or roleplay) means you can make modified rolls yourself, but this is all pretty much common knowledge. Everyone sees the dice rolled.</p><p></p><p>If you look carefully, you'll notice class bonuses to attack rolls, AC limits, and other modifiers pretty much even out for creatures of the same power level (like EL = +4 for a 4 PC party). These all differ by monster of course, by the point is: chance is not your friend. Combats of proper level could easily go either way. The real point of wargaming is tactics, to out think your opponent. </p><p></p><p>With spells being a rare but valuable commodity equipment becomes more of an asset. Food & encumbrance are tracked. So are all the items the PCs have on hand. I think this is why so many of the older games used equipment in so many novel ways. The 10' pole, a bucket of grease, rope, heck even towels are all potentially combat shifting items. </p><p></p><p>The character sheet is small and so are the statblocks. What each has in abundance though is open space. Our game moves so quickly the most important things to remember are not statistics or combat abilties, but roleplaying notes. Who are the NPCs we know? Who are our allies/hirelings/followers/contacts/etc.? Our list of items in our portable hole alone requires an Excel spreadsheet. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> All this means is a lot of what goes on doesn't relate to a statblock, but to the game played. The world moves and pretty fast. Diaglo does a great job of remembering all the details and there are probably 1000's. If we don't bother to remember what is important to us, we might end up in a tough spot without knowing how to create advantages for getting out.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 2882991, member: 3192"] Some ther interesting things I've picked up from playing: Classes go from level 1-12 in general. So races stopping early really has less of an impact on their power. Plus, they are not required to retire and a nice Ref may let further bonuses come from play (increased wealth helps too). Also, with Basic or AD&D rules added your characters could easily go higher (say level 36 then immortal following Basic rules), but I know we play with 12th level as essentially Epic. The granularity of the game is very big which is a significant difference from 3E where the granularity is fairly small. The differences in world power by character level are large. A +1 bonus from say a magic weapon has a big impact during a fight. This means all those +1 higher ground, cover bonuses, etc. all have greater impact during play. Spells advanced pretty much like those on the 1E charts. So at low levels a M-U gets one and a Cleric 0. Spells are far fewer in the game, but those used are like canons on a battlefield: very powerful. Charm Person, for instance, is equivalent to Dominate Person in 1E. Hold Person or Sleep can easily mean your character's death. Knowing when to use these spells and what spells to pick relates back to the tactical side of things. Armor class runs from 10 down to 0. Magic enhancements to armor affects the ability of another to hit you not your AC, so negative numbers don't occur. This is a slight change in P.O.V. I know, but some attacks/creatures can ignore magical enhancements. All this really means is: the Attack Roll is the the only roll Modified. The person who modifies rolls is mainly the Referee. So players have little to worry about when playing. Of course, finding our you own a magic sword (either by deduction or roleplay) means you can make modified rolls yourself, but this is all pretty much common knowledge. Everyone sees the dice rolled. If you look carefully, you'll notice class bonuses to attack rolls, AC limits, and other modifiers pretty much even out for creatures of the same power level (like EL = +4 for a 4 PC party). These all differ by monster of course, by the point is: chance is not your friend. Combats of proper level could easily go either way. The real point of wargaming is tactics, to out think your opponent. With spells being a rare but valuable commodity equipment becomes more of an asset. Food & encumbrance are tracked. So are all the items the PCs have on hand. I think this is why so many of the older games used equipment in so many novel ways. The 10' pole, a bucket of grease, rope, heck even towels are all potentially combat shifting items. The character sheet is small and so are the statblocks. What each has in abundance though is open space. Our game moves so quickly the most important things to remember are not statistics or combat abilties, but roleplaying notes. Who are the NPCs we know? Who are our allies/hirelings/followers/contacts/etc.? Our list of items in our portable hole alone requires an Excel spreadsheet. :D All this means is a lot of what goes on doesn't relate to a statblock, but to the game played. The world moves and pretty fast. Diaglo does a great job of remembering all the details and there are probably 1000's. If we don't bother to remember what is important to us, we might end up in a tough spot without knowing how to create advantages for getting out. [/QUOTE]
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