3rd session coming up Friday. The party members should start hitting 2nd level after this week. They'll probably make their first foray to the 2nd dungeon level. It's been fast and fun, but after playing AD&D for so long it would be hard to maintain for a long term campaign, but it's been an enjoyable experiment.
I was reading through some old posts where EGG was detailing the OD&D games he was running. He had the.ayers roll up 2nd or 3rd level characters. I totallly get that now. Starting a group of 1st levels characters has been a slog. They haven't played very well, which doesn't help, but it really doesn't matter. Any die roll could end it. My nephew sis joking the group, so that should help bring the level of play up, but I think we'll be switching editions after the next session.
I think playing older editions explains some things. For example, when Ernie would talk about going into melee a lot with his magic-user, I always wondered how he survived. But in OD&D a fighting man and magic-user aren't that different, stat-wise. Damage with a weapon is d6, right? Hit rolls are the same. The 1st level m-u has 1d6 hit dice and the 1st level fighting man has 1d6+1 hit dice. The only big difference is in AC. But if the m-u has a shield spell, then he might be just as effective in melee as the fighter, or possibly even better. Playing OD&D also helps explain the power creep for player characters in later editions, to make them a bit more survivable and fun to play at 1st level, to take away that 'slogging through it' feeling of "you're basically farmers with rusty weapons, until very gradually, you're not." One of my first and best DMs saw right through this and started player characters at mid-levels. And it may have been because EGG made some provision for this in AD&D DMG Appendix P: CREATING A PARTY ON THE SPUR OF THE MOMENT.
I've always wanted to do what you're doing, play some games across the editions as a survey of how things progressed. But my idea was to start with CHAINMAIL Fantasy Supplement, then move onto OD&D which initially uses the CHAINMAIL combat system, but then switch over to the alternative combat system which is the basis for what we all came to use later, all the while making use the OUTDOOR SURVIVAL gameboard as a local environment map. The next step would be to add in the OD&D Supplements, one by one. OD&D plus all Supplements doesn't look significantly different to me from AD&D, and I've always thought of the MM as a border product that still feels a lot like OD&D plus Supplements... The S1 and G modules have that same borderline feel. When people would say dragons are too weak in 1e, I always think of this borderline period when these dragons would be much more dangerous to OD&D characters who were holdovers from the old days with their d6 hit dice and d6 default weapon damage...
Last Edit: Jul 17, 2017 13:33:44 GMT -5 by GRWelsh
Post by geneweigel on Jul 17, 2017 10:53:42 GMT -5
Technically, 1d12 can still roll a "1". The rolling of the dice (DMG page 11 methods)is also a factor in AD&D. The biggest difference in CHAINMAIL era and AD&D is probably the accumulation of TSR product's new magic (spells and items).
I think the way to have them exist in real time is to think:
CHAINMAIL: war mode OD&D: meat grinder mode for playing non-veteran characters roll up on the spot for everything AD&D: vet characters who want every possible advantage tactically to keep their saga going.
Bringing them back and forth is just character modes that always go forward to AD&D.
I don't think I'll add the supplements to the OD&D game; I want to keep it as distinct as possible. But the evolution of the game campaign does sound like something to consider in the future. For now I plan on rotating in other systems too, like WHFRP and Mythus, plus different genres.