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Post by geneweigel on Oct 23, 2012 12:08:30 GMT -5
I recently saw a thread elsewhere (K&K here) where if they didn't use segments are they still playing AD&D. It depends on the alternative. If its a cloak to hide that you don't even want to try to understand Gygax's Advanced and prefer to keep on playing the same Lorraine Williams' non-developed but trend-based D&D games with skills and all that junk then yes you need to at least give the game as is a try. You can't play the Zeb Cook edition books then say its just a heavily house-ruled 3 book set game. One is one and one is the other. When I had that village and dungeon game in 2006 (geez has it been that long?) one of the particpants e-mailed me out of the blue and asked me if the rules that we were using were CHAINMAIL. To which I was kind of confused because we had no large scale battles at all during that campaign but I had the book out on the table one or two times. I think that there is a sense of belonging to the original things that everyone wants and they shouldn't be denied. So I think if you make an effort to implement facets of AD&D or keep them in mind always then you are playing AD&D. Otherwise its laziness if there is no effort. I've created "house rules" of accelerating magic spells by relearning them. Now thats a fucking house rule. Should using the second edition system and not even bothering to use the simpler classic AD&D system and calling it classic AD&D with house rules fair to players? Now thats the question!
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Falconer
Enchanter
Knight Bachelor
AD&D, Middle-earth, Star Trek TOS
Posts: 330
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Post by Falconer on Oct 27, 2012 13:28:08 GMT -5
Just sloth in my case, I guess. I never decided I was “not using segments.” In my head, segments were always still the laws of the universe. It was just rare that I had to zoom in to that level of detail, in my judgment. I always preferred to speed through combat. But it’s possible we lost something in the process.
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Post by geneweigel on Oct 27, 2012 15:51:37 GMT -5
Using another system and calling it OD&D because OD&D is an open system isn't a house rule. For example, using critical hits isn't a house rule its a known Gygaxian game breaker. Well, according to POLYHEDRON #1 (1981) RPGA:
When the D&D phenomenon first started, of course, there were just a few players. We've been explaining to people how the first set was for hard-core gamers. and then the audience became more widespread The version written by John Eric Holmes was a little bit easier, and now the latest version is easily understandable by anyone willing just to spend the time to read it. You've made the terms a little blander. and have been getting rid of a lot of the gamese: in general. improving it for the mass market. Do you like what has happened to the D&D game? I'm sure you like the widespread publicity and the approval it has received, but do you like the directions it has taken?
E. GARY GYGAX:
(chuck les) If I understand right: I'm not really too fond of the way Dungeons & Dragons games have kind of mutated and changed into very strange exercises. But who can say "nay" to someone who's having a good time with the game? One of the reasons that I was able to throw myself into the Advanced Dungeons & Dragons@! project with such vigor. and put in so many hours and turn it out as quickly as I could, is that I felt that a game was needed that would have more control over its audience. and one that was not so openended and one that was going to have more uniformity of play, and yet retain the sense of wonder and imagination and creativity that the Dungeons & Dragons system, as a game form, had produced. So I have high hopes for Advanced D&D games in that respect. Unfortunately, it seems as if they're still being perverted , although not as badly. I believe that the RPGA influence is going to help to raise the level of Advanced Dungeons & Dragons play by forcing a little more conformity. I don't mind creativity, I don't mind mutation. if it brings out better game play. and superior gaming in general. But from everything that I can see, all the changes that are made are usually foolish and meant to either baby players along or kill them off, one way or another. They're destructive. rather than creative. Just think about some of the outstanding changes that were made in Dungeons & Dragons games, and Advanced Dungeons & Dragons games too. for that matter. and look at what their effects are. Consider the "double damage on a natural 20", which of course seldom went to the monsters, but only went to the players, therefore making it yet easier for the players to kill monsters Critical hits? Again, players never took critical hits, only monsters. for some reason. would take critical hits. The weapons expertise idea, that a player's chosen weapon .. , he or she would do a lot beller with it. And yet, monsters fighting with their natural abilities. fang and claw - who could be more expert than a tiger with its claws and teeth? -weren't getting any bonuses. The spell point system, which allowed magic-users to become veritable machine guns of spells without ever having to seriously consider what they were going to take and just shoot everything down, made the magic-user the only character worth playing. Some of the proposed classes. such as the barbarian I've heard of and the mighty knight. and one or two others that I've heard of. create super-powerful characters who just can .. again, it was the only one worth being Then you just go through and beat up on everything The changes in the demi-human races create, again, super-powerfu l characters, so that everybody wants to be a dwarf, or an elf. or whatever it is, and nobody wants to be anything else. because it overbalances in favor. And generally these are done at the whim of a Dungeon Master, or from group pressure. to make a rather uninteresting campaign where everybody is one thing. These are usually the Monty Haul games. On the other hand, you have the really silly monsters, or suredeath traps for the DM who seems to be rather sadistic and just wants to proceed to kill all of his players regularly , in capricious ways, without giving them any chance whatsoever. That's also guaranteed to spoil a game.
RPGA: So how should somebody - assuming that these major pitfalls are avoided and game balance is attempted. at least - how should someone introduce a new monster, a new magic item. and so forth, to be sure of game balance?
EGG: Compare it to what's there. There Is a monster rating system; it's fairly easy, and it's given in the DMG. Just write up the points for the monster and be fair - and then look at what it is, compared to the other monsters, and use it. For example, someone was talking about a dragon that changed hues, and as you were fighting it, one moment it would be red , and another it might turn to blue, and then violet... a spectrum dragon, or a rainbow dragon, or a scintillating dragon, something like that. Well , this would be just a horrendous monster, assuming it could use each of those powers {breath weapons} three times; or even jf it could only use them once! Particularly if you got into some of those shades ... obviously, you can't throw it against anything except super-powerful characters. The problem with characters is that.. . how many new monsters can you dream up, and how many new challenges can be dreamed up to handle a thirty-second level.. ANYTHING? The game is reasonably well-balanced, as it stands right now; so that if you add in a new character class, it should be within the general parameters of the other characters, and have some useful purpose. Obviously, rangers have a useful purpose: they're basically an outdoor character, like a druid is, although both work well in a dungeon. A paladin is specifically aimed at lighting all the bad guys. and the undead. The cleric is there to both fight and heal. A magic-user is there to use some powerful spells to get the group through the tough times; the fighters are there to bear the brunt of all the action. The thieves are to act as, kind of, scouts, (SORRY I HAD TO EMPHASIZE THIEVES ARE NOT SCOUTS BUT "KIND OF SCOUTS"-GENE ) and second-story men, and deliver some nifty behind the back blows, and so forth . Illusionists are a type of magic-user, meant really to probably best combat the more stupid monsters, or humans. Bards are an interesting exercise for those people dedicated to a long-term project in an ongoing campaign. Monks are intriguing in that they offer all sorts of promise if you can get them up near the top. But if the DM plays it properly. its going to be so hard to get a monk up to beyond tenth level that it might mean - DESPAIR So, and even so, the Grandfather of Assassins - or the Grand Master of Flowers in the monk class - or a 23rd level Bard - or a 20th level magician or wizard - is certainly tough, but its very hard to get there. and by that time there's probably one or two other characters to contest that individual's supremacy within the game. And of course, anybody who properly DMs a campaign long enough to get somebody up to that level has certainly put in enough creative work to have challenges, and so forth. commensurate with the level of players.
A "fan" letter responds to this, sort of, in the villainous and ultimate nerdy 2E type fan tone that we are now well familiar with in POLYHEDRON #11 (1983) here in his "pupae form" as Demigod of Awkwardness Roger E. Moore: Dear POLYHEDRON Newszine, "This is the first time I've ever written to your magazine. It's been on my mind to do so for a long time now; Issue #9 was the spark that it took to get this letter going. "In the Notes For The Dungeon Master column by Frank Mentzer, there was a comment to the effect that the creator of the AD&D game, Gary Gygax, does not himself run a 'straight,' by-the-rulesgame. This seems rather funny in away, because numerous times, people I've met and gamed with have asked me if anyone ever played a by-the-rules AD&D game, and my answer was always, 'Well, Gary Gygax probably does, but I don't know of any others.' "What I would like to do in this letter is to lay to rest, forever, the rumor that official AD&D games are common, or even occasionally seen. I have been playing AD&D and D&D games since 1977, and in all those years have never seen an AD&D game that did not include at least small amounts of 'unofficial' game material. There have been critical hit charts, critical fumble tables, double-damage on- all-20's rules, new character classes, new character races, new weapon types, new magical spells, new monsters, altered level-progression systems that let dwarves be paladins and the like, games in which everyone had an artifact, and games in which there was no magic. Melee has been restructured for segment by- segment play or streamlined to dump things like speed factors and armor class adjustments for weapons. Magical systems - I could not count all the new magical systems I've seen. Elements from other games have been included on top of all this. Some characters have been allowed to reach levels over 20 (some up to level 100); some games have no one over 1st-level. "I allow alternate player character classes and races to participate in the games that I run. Several of my games have involved conversion of player characters to new game systems for short adventures. Why do I do this? Why does anybody do this? Because it is fun. I like it. The people I game with tell me they like it. They alter their own AD&D games and they like it, and so do their players. Aren't some people unhappy with changing AD&D game rules or some additions Dungeon Masters make to the system? Sure. Aren't some people unhappy playing a 'by-the-rules' system of the AD&D game? Sure. Are there more people who play 'straight' AD&D games than there are people who play variant AD&D games? I wouldn't want to put it to the test if I were you. "What's the point of all this? The point is that someone doesn't have to be as creative as Gary Gygax in order to be 'allowed' to play variant AD&D games. By 'allowed' I mean freed from criticism. It can well be argued that many variants of the AD&D game are unbalancing to the system, and from personal experience I know that to be true. But from personal experience, I know that many variant games are very plausible. A lot of people like critical hit tables; I don't, but they do and they seem to have a well-run campaign with them anyway (monsters, like player characters, get to do critical hits). Every DM chooses for himself or herself how the campaign will be structured. "As for 'unofficial' AD&D games in convention tournaments, my wife and I have been in several and we haven't seen a strictly 'official' one yet. There were always particular 'house rules' that aitered the system in someway, which we learned and accepted. It was no big deal. "It all boils down to this: the AD&D game, like any other game in the whole world, is still a game. People play AD&D games to have fun. I may raise my voice against some particular practice or another, but at the bottom line I realize that I am making a lot of noise about nothing. Games are meant to be fun - a shared experience for a small group of people who just want to have a good time. However, I will defend to the death all my player characters the right of anyone to play whatever they want, provided it doesn't harm anyone, and Heaven knows, the AD&D game is as harmless as they come. " I would appreciate it if you consider this letter for publication in a future issue POLYHEDRON Newszine. I would be interested in hearing other people's feelings on this matter. Thank you for your time." - Roger E. Moore, Louisville, KY
Let me preface my reply to this letter by mentioning to any of our good readers who may have been residing on another plane for the last year or so, that Roger is a contributing Editor for DRAGON'· Magazine and has produced some extremely good material to be optionally used with the AD&D game system. (My favorite ones are the "Point of View"series of non-human and demi-human deities!) Having listed your qualifications, Roger, let me say that I both agree and disagree with your letter. The disagreements arise in a number of areas, but let me point out the strongest ones. A) You're wrong if you say that because you haven't run in any "straight" games they aren't "even occasionally seen." I've seen them and run in them, both private and tournament games, and I can assure you that they are definitely out there. I must agree that they are not "common." I feet that this point was the whole thrust of Frank 's comments. If you observe the number of new gamers starting out who don't even try the established, balanced system, or as Frank mentions, "the D&D game, a flexible and adaptable framework, "you'd understand the reason Frank urges players to try it. The amount of mail I read from Refs who have strayed from the game (not only ADVANCED DUNGEONS & DRAGONS and DUNGEONS & DRAGONS games, but nonTSR games as well) and whose games are now completely out of control is staggering. The usual reason for this is because they didn't even try to balance the game as it is constructed. Seldom can you successfully build options without knowing the basic framework, or even how and why it exists. I believe what Frank was emphasizing is the need to play the game long enough to make a sound judgement concerning what should or shouldn't be "dumped." B) RPGA HQ Is a bit strict when it comes to having an AD&D or D&D tournament run "by- the-rules." We have never said that any other tournament is less than enjoyable if it isn't one of our official RPGA Network tournaments, only that we won't support it. The reason for this is because a large number of gamers want an equal chance when they play. We can't always guarantee equality when completely off-the-wall monsters, items or rules are introduced. Some gamers may have fought a particular monster before where the majority have not. We try to provide the best common ground possible for gamers to compete - we feel the best common ground is the established game rules that everyone has access to. Your comment that ·'it was no big deal, " is not usually echoed by a gamer whose character was just killed in an encounter that conflicted with Information gained during extensive years of gaming. Matter of fact, they often get heated about this form of what they believe to be "cheating." As I mentioned, I do agree with you on a number of points. The game is fun and we have always stressed that fact. We have also stressed that it is the Referee's game world and what they say is final -after all, it is a game. Since we agree on these points, I am a bit confused when I see the phrases, " allowed to play," "defend to the death of your player characters the right of anyone to play whatever they want, permitted it doesn't harm anyone," and putting the two different theories "toa test. " Where did this all come from? Who said anything about anyone attacking players or their rights? It's all very democratic and noble, but I don't see what it has to do with Frank 's article or RPGA HQ. (I have this image of me walking around at conventions with a spiked club slaughtering innocent garners who pleadingly call out, "No, Kim, no -it was just an innocent variant!" "Tough," I holler. " You know the (organ sound here) RPGA Network rules! To vary from the books is to DIE!!" Yep, pretty convincing stuff, Rag.) If a player wants to have an M-U riding a griffon encounter a Scoutship from the TRAVELLER game system, fine. If the TRAVELLER players like it, great. Our purpose is to offer a control, just like an anchor, from which the gamers can venture. These are our beliefs about the game, which are there for the same reason as yours - not to hassle or offend anyone, but to help our members. Thanks for laking the time. - Kim All the AD&D rules were the state of the RPGA, this is the shape of tournaments and this is the shape of Gygax's hope for the future. Here he showed that he took popular forms: the barbarian, the knight and the specialist and adapted them for D&D. Nowhere did he try to adapt "critical hits" because they break the system down. In the above stated link where everyone is patting themselves on the back for not using segments (as their dark lord Roger has ordered- JUST KIDDING!!!), we see the breakdown of even a resurgence in classic AD&D not because of lack of new material but because of the futility of it. Why do the long ritual to conform to Gygax's ideals to fit in this Shrangri-La of gaming , if you will, if Shrangri-La is now closed forever? Because using the "full monty" (raw;naked rules) of Gygax is now not a way to stop the nerds (as Mohan comically suggests above) but it is a way to return to a better place. So while no one wants to use Grappling or Psionics... ...Its better than fucking nothing!Anybody and everybody can follow Moore's suggestions but why would they want to? This the fucking question. I'd rather clobber the shit out his suggestions and focus on the adventurous dream outside of this scope to dream of designing greater vehicles of adventure not quicky plot-hook-thumb-a-ride-in-a-burnt-up-barely-running-car and pretend... The game always rode on the new and the new has been many, many shortcoming for a looooong time. Even the new forms are still not using the energy that Gygax put into it. If we don't use his energy then its wasted. Waving a classic D&D or classic AD&D flag must come with a price and that price is Gygax's ideas must always be considered first.
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Post by davegibsongreyhawkdm on May 9, 2017 21:42:42 GMT -5
Is there a site thread that collects various house rules lists?
I would be interested in users' links to recommended house rules that have been play tested and retain gygaxian AD&D flavor.
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Post by davegibsongreyhawkdm on May 9, 2017 21:54:18 GMT -5
Are most house rules centered around initiative, psionics, and weapon speed factor use? What other classes are in use in your campaigns - the archer class per the dragon magazine article?
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Post by davegibsongreyhawkdm on May 9, 2017 22:01:49 GMT -5
Are their recommended house rules variants for how far negative PCs can go before being declared dead and not just unconscious or in a coma?
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Post by davegibsongreyhawkdm on May 9, 2017 22:08:57 GMT -5
Do any of you tone down the triple rate of normal fire for middle weapons in surprise segments? Do any of you use individual initiative instead of group initiative?
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Post by Merkholz on May 10, 2017 2:29:05 GMT -5
I think that the combat round, surprise and the sequence of events in a combat round is, without doubt, the most confusing aspects of AD&D. Whether it's because Gygax hadn't adequately thought it through or just was unable/unwilling to explain it with clarifying effect I don't know. But I think it's safe to say that this part of the game could have used a second (or third) glance Before being set loose on all the unsuspecting players.
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Post by geneweigel on May 10, 2017 7:21:32 GMT -5
I've had DMs who roll surprise for every encounter. So its not like I don't understand where you're coming from its just that Gygax wasn't involved for so long that its hard to reflect on what would have been discussed if AD&D had remained official while he was alive. All I know is I've used everything in the Gygax era hardcovers some I probably did not use to their full potential before I grokked the entire system like for instance Tiamat. Used her once. ONCE! And I should have made her more powerful.
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Post by Scott on May 25, 2017 16:58:31 GMT -5
Gary once told me he over estimated the common sense of his readers. Which I think is true, but I think it's more a case of him writing for a broader audience than he was used to. He went from experienced, adult hobby gamers to lots of young neophyte kids. Gary was thinking, 'Eh, they'll figure it out, use what they want, ignore the rest.' Like the gamers he was used to associating with for years would do it. The reality was his new audience was used to board game like instructions that tried to clearly cover every situation.
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