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Why would anyone want to play 1e?
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<blockquote data-quote="Mannahnin" data-source="post: 9675742" data-attributes="member: 7026594"><p>Depends on over how long a period we're talking. Potentially years of play. A given DM might easily have a "Tree of Strength" or "Fountain of Wisdom" which specifically increases a given ability score, and which the players might be able to hear rumors of and quest for, or otherwise be a little more generous than the specific very random examples from B1, X2, and the DMG which we're thinking of.</p><p></p><p>Especially given how AD&D reserves most ability score bonuses for scores of 15 or above, and how Gary outright tells us in the front of the PH that a character will probably need at least two 15s, I could totally see DMs feeling like ability score increases (especially the moderate ones needed to qualify for most classes; 15s or below) were fair game for rewards/treasures; not really overpowered at all. The more I think about it, the more I feel like that's correct, and so it seems more probable that better DMs than me back in the day might have done so.</p><p></p><p></p><p>Agreed.</p><p></p><p></p><p></p><p>That's definitely how I felt when I was playing 2E.</p><p></p><p>Might as well sink all my points into M/S and H/S since stealth should be my shtick, and at least get to be mediocre at them (1st level Elf Thief with 17 Dex can start with up to 50% at each, in leather, or slightly higher unarmored).</p><p></p><p>In retrospect I don't much care for that design either. Because the Thief has a whole range of skills and he's still going to suck at most of them, while if he focuses on two, he still needs to spend all his points on them for at least the first three levels to make them reliable (80% for the above character). But the Thief who does so is still going to suck at picking locks and removing traps until at least 5th level, during the levels where such skills are most relevant, btw! Meanwhile there are still three more skills getting neglected.</p><p></p><p>I think I prefer Thieves to have at least a moderate chance with ALL of their skills even at low level, and I prefer explicitly generous adjudication so they don't get boned for trying (like DMs who make a trap automatically go off if you fail to disarm it). My <a href="https://www.enworld.org/threads/working-on-succinct-ose-house-rules-for-online-pickup-play.677558/post-9450692" target="_blank">usual house rule</a> is to ditch the percentages and give them the Hear Noise chance for everything (higher for Climb), so they get to be broadly competent (at least, combined with not defaulting to killing them if they fail a roll). YMMV, of course!</p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9675742, member: 7026594"] Depends on over how long a period we're talking. Potentially years of play. A given DM might easily have a "Tree of Strength" or "Fountain of Wisdom" which specifically increases a given ability score, and which the players might be able to hear rumors of and quest for, or otherwise be a little more generous than the specific very random examples from B1, X2, and the DMG which we're thinking of. Especially given how AD&D reserves most ability score bonuses for scores of 15 or above, and how Gary outright tells us in the front of the PH that a character will probably need at least two 15s, I could totally see DMs feeling like ability score increases (especially the moderate ones needed to qualify for most classes; 15s or below) were fair game for rewards/treasures; not really overpowered at all. The more I think about it, the more I feel like that's correct, and so it seems more probable that better DMs than me back in the day might have done so. Agreed. That's definitely how I felt when I was playing 2E. Might as well sink all my points into M/S and H/S since stealth should be my shtick, and at least get to be mediocre at them (1st level Elf Thief with 17 Dex can start with up to 50% at each, in leather, or slightly higher unarmored). In retrospect I don't much care for that design either. Because the Thief has a whole range of skills and he's still going to suck at most of them, while if he focuses on two, he still needs to spend all his points on them for at least the first three levels to make them reliable (80% for the above character). But the Thief who does so is still going to suck at picking locks and removing traps until at least 5th level, during the levels where such skills are most relevant, btw! Meanwhile there are still three more skills getting neglected. I think I prefer Thieves to have at least a moderate chance with ALL of their skills even at low level, and I prefer explicitly generous adjudication so they don't get boned for trying (like DMs who make a trap automatically go off if you fail to disarm it). My [URL='https://www.enworld.org/threads/working-on-succinct-ose-house-rules-for-online-pickup-play.677558/post-9450692']usual house rule[/URL] is to ditch the percentages and give them the Hear Noise chance for everything (higher for Climb), so they get to be broadly competent (at least, combined with not defaulting to killing them if they fail a roll). YMMV, of course! [/QUOTE]
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