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13 months ago ::
May 21, 2012 - 10:15AM
#1
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Date Joined:
Mar 27, 2008
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First I started in OD&D.
- Fast combats:
- Why is version X faster? Please give an example (monsters, PCs)
- How long does it take a Player to complete a round/segment?
- How many Players that the table?
- Rules Differences:
- I see posters comment on "X was the rule in version X"
- I looked up one of these in my book and could not find the reference (rolling for spells when a level is gained)
- House Rules:
- D&D has always had LOTS of houserules
- How do you seperate Houserules from Core?
- Does it seem that a lot of posters that some issues were not really with Core but with Houserules (or "how I learned...")
Thanks!
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13 months ago ::
May 21, 2012 - 11:42AM
#2
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Date Joined:
Jul 13, 2011
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First I started in OD&D.
- Fast combats:
- Why is version X faster? Please give an example (monsters, PCs)
- How long does it take a Player to complete a round/segment?
- How many Players that the table?
- Rules Differences:
- I see posters comment on "X was the rule in version X"
- I looked up one of these in my book and could not find the reference (rolling for spells when a level is gained)
- House Rules:
- D&D has always had LOTS of houserules
- How do you seperate Houserules from Core?
- Does it seem that a lot of posters that some issues were not really with Core but with Houserules (or "how I learned...")
Thanks!
First fast combats Well, with less complexity comes speed. Basic D&D was fast due to this. NO feats, low HP, no skill and on and on. AD&D added a few more rules but kept things fairly simple. There were specializations, proficiencies for fighters and some school specializations for casters. Save or die was still an active mechanic and made for quick deaths. Completion of a round or player turn depends on Experience. So this one can be fairly self-explanatory. Also as the complexity of the game and number of choices come up it may take longer. I typically have 4 -6 players and max out at 8. The more players the more of a confounding factor it is in time for a full turn of actions.
Rules differences This did not really happen until 4th edition. By design it was divergent from other editions. As far as when references are made to specific rules goes. It may be in fault with the OP of the thread or on the commentator. They may or may not have an actual copy of the book they are referring to. In addition, just like all games if the print book is being referenced it may have been printer before errata was updated to print editions.
House rules We separated the house rules by adding a sheet of paper to the book. This made things simple and allowed us to index the book faster by having those house rules also have a index tab on the sheet. It may be an issue with some players learning house rules in a game vs. what the original one was. It can also be a problem that the rules may have not been used in such a long time that they do not remember exactly what happened or how something was ruled.
MY DM COMMITMENT To insure that those who participate in any game that I adjudicate are having fun, staying engaged, maintaining focus, contributing to the story and becoming legendary.
"The secret we should never let the gamemasters know is that they don't need any rules." Gary Gygax
Thanks for that Gary, so now stop playing RAW games.
Member of the Progressive Front of Grognardia Suicide Squad
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13 months ago ::
May 21, 2012 - 11:58AM
#3
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First I started in OD&D.
- Fast combats:
- Why is version X faster? Please give an example (monsters, PCs)
- How long does it take a Player to complete a round/segment?
- How many Players that the table?
- Rules Differences:
- I see posters comment on "X was the rule in version X"
- I looked up one of these in my book and could not find the reference (rolling for spells when a level is gained)
- House Rules:
- D&D has always had LOTS of houserules
- How do you seperate Houserules from Core?
- Does it seem that a lot of posters that some issues were not really with Core but with Houserules (or "how I learned...")
Thanks!
Not sure what you want for commentary here, but as for what games are faster, there is disagreement. It kind of depends on what you mean by faster and what the situation is. IMHO TABLE TIME is the only time that actually matters. So the question with combat and 'speed' is not about speed at all. It is about how much plot do you like to get through in a session? How much that will be is going to heavily depend on your adventure structure. For instance I might have a big fight in 4e and resolve a bunch of stuff in that fight in 1 hour. In AD&D I might have 2 weak fights in the same hour and resolve the same amount of plot. Is there a meaningful sense in which one is 'faster' than the other at that point? Is faster even necessarily 'better'?
I think a big issue is that 4e seemed 'slow' to people when they naively assumed that a 1e combat was just a drop in for a 4e combat and it was all the same thing. They tried to play 4e with a 1e adventure/encounter structure. You can see this clearly in the published KotS module (H1). It just didn't work until you understood that more plot goes into each encounter. That means you have to put more structure INTO the encounter instead of AROUND the encounter. If you do it right it works fine and you can do dungeon crawls and whatnot with 4e. EVERYONE however, myself included, has to learn that lesson. Some do, some don't. Some just give up, some just never get it.
There is NO DOUBT that AD&D and earlier editions can handle simple encounters faster than 4e can in a general sense. Not IMHO as much quicker as some people claim, but 4e puts more into an encounter by far than AD&D does. I think having the ability to vary this more will make a more flexible game, but that isn't going to be 'just like 1e' or 'just like 4e', it is going to be something else.
Can't comment on rules differences except to say that there are no firm rules to AD&D. Even 2e with its 'cleaned up' rules is simply too vague and contradictory to have anything like RAW as a concept. Every game is some interpretation of what the players THINK was meant or just whatever they like. Usually most groups are convinced that most of what they do is "the rules", so arguments arise because it is different for each group. They are all playing from the same book, in theory.
Depends on what you mean by house rules. We played AD&D pretty much by what we considered to be "the book". We had a LOT of homebrew stuff, but I actually never had house rules (aside from reversed AC in 2e so we got rid of THAC0, but the numbers all came out the same). Even the reversed AC rule I think we eventually got tired of bothering with. I'm pretty sure other people here would consider our interpretation of "AD&D RAW" to be wildly at variance with theirs.
That is not dead which may eternal lie
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13 months ago ::
May 21, 2012 - 12:27PM
#4
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Date Joined:
Mar 27, 2008
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to Answer my own Questions
- Fast combats:
- Why is version X faster? Please give an example (monsters, PCs)
- I see no real difference in versions
- How long does it take a Player to complete a round/segment?
- has always been @ 1-2 minutes
- How many Players that the table?
- 4-8 usually 6 sometimes upto 12
- Rules Differences:
- I see posters comment on "X was the rule in version X"
- My feeling is that the DM and usually 1-2 players in a group actually read the core books (any edition)
- I looked up one of these in my book and could not find the reference (rolling for spells when a level is gained)
- House Rules:
- Things like spell points and Critical hits/fumbles or systems/spells tacled on from other systems (worse in the OD&D days, can you say Arduin?)
- D&D has always had LOTS of houserules
- How do you seperate Houserules from Core?
- Does it seem that a lot of posters that some issues were not really with Core but with Houserules (or "how I learned...")
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13 months ago ::
May 21, 2012 - 12:31PM
#5
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Date Joined:
Mar 27, 2008
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First I started in OD&D.
- Fast combats:
- Why is version X faster? Please give an example (monsters, PCs)
- How long does it take a Player to complete a round/segment?
- How many Players that the table?
- Rules Differences:
- I see posters comment on "X was the rule in version X"
- I looked up one of these in my book and could not find the reference (rolling for spells when a level is gained)
- House Rules:
- D&D has always had LOTS of houserules
- How do you seperate Houserules from Core?
- Does it seem that a lot of posters that some issues were not really with Core but with Houserules (or "how I learned...")
Thanks!
Not sure what you want for commentary here, but as for what games are faster, there is disagreement. It kind of depends on what you mean by faster and what the situation is. IMHO TABLE TIME is the only time that actually matters. So the question with combat and 'speed' is not about speed at all. It is about how much plot do you like to get through in a session? How much that will be is going to heavily depend on your adventure structure. For instance I might have a big fight in 4e and resolve a bunch of stuff in that fight in 1 hour. In AD&D I might have 2 weak fights in the same hour and resolve the same amount of plot. Is there a meaningful sense in which one is 'faster' than the other at that point? Is faster even necessarily 'better'?
I think a big issue is that 4e seemed 'slow' to people when they naively assumed that a 1e combat was just a drop in for a 4e combat and it was all the same thing. They tried to play 4e with a 1e adventure/encounter structure. You can see this clearly in the published KotS module (H1). It just didn't work until you understood that more plot goes into each encounter. That means you have to put more structure INTO the encounter instead of AROUND the encounter. If you do it right it works fine and you can do dungeon crawls and whatnot with 4e. EVERYONE however, myself included, has to learn that lesson. Some do, some don't. Some just give up, some just never get it.
There is NO DOUBT that AD&D and earlier editions can handle simple encounters faster than 4e can in a general sense. Not IMHO as much quicker as some people claim, but 4e puts more into an encounter by far than AD&D does. I think having the ability to vary this more will make a more flexible game, but that isn't going to be 'just like 1e' or 'just like 4e', it is going to be something else.
Can't comment on rules differences except to say that there are no firm rules to AD&D. Even 2e with its 'cleaned up' rules is simply too vague and contradictory to have anything like RAW as a concept. Every game is some interpretation of what the players THINK was meant or just whatever they like. Usually most groups are convinced that most of what they do is "the rules", so arguments arise because it is different for each group. They are all playing from the same book, in theory.
Depends on what you mean by house rules. We played AD&D pretty much by what we considered to be "the book". We had a LOT of homebrew stuff, but I actually never had house rules (aside from reversed AC in 2e so we got rid of THAC0, but the numbers all came out the same). Even the reversed AC rule I think we eventually got tired of bothering with. I'm pretty sure other people here would consider our interpretation of "AD&D RAW" to be wildly at variance with theirs.
Funny you should mention KotS. We are running that now. Yesterday they cleared most of the first Level (4 encouters, 6 players) in @ 4 hours. Typical combat lasted @ 4 rounds. Mosters and players had individual initiative. That seems to keep with the 1-2 munites per player per round
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13 months ago ::
May 21, 2012 - 2:32PM
#6
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Date Joined:
Jun 29, 2010
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When you talk about rolling for spells at level gain, are you talking about making a chance to know spells roll, or rolling to determine which spell you gain as you level or what? And in what edition do you want the info for?
DISCLAIMER - Everything said by anyone is absolute subjective opinion. There are no objective claims being made by me, or anyone else, unless they overtly state 'The following is an objective claim'. At this point if you choose to be offended by anything I (or anyone else) say the problem is ENTIRELY your own.
WotC won't let us give them money because they won't produce a game we want to play.
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13 months ago ::
May 21, 2012 - 2:45PM
#7
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Date Joined:
Mar 27, 2008
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When you talk about rolling for spells at level gain, are you talking about making a chance to know spells roll, or rolling to determine which spell you gain as you level or what? And in what edition do you want the info for?
I saw a post that said in AD&D you "rolled to see what spells you got when you leveled" . I looked in my 1978 PHB high and low and never saw that you did that. I did not look in 3.x (I can tonight) but then I never played 3.x enough to need to know that.
It just sounded like a house rule that the poster stated as RAW
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13 months ago ::
May 21, 2012 - 3:05PM
#8
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Date Joined:
Jun 29, 2010
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When you talk about rolling for spells at level gain, are you talking about making a chance to know spells roll, or rolling to determine which spell you gain as you level or what? And in what edition do you want the info for?
I saw a post that said in AD&D you "rolled to see what spells you got when you leveled" . I looked in my 1978 PHB high and low and never saw that you did that. I did not look in 3.x (I can tonight) but then I never played 3.x enough to need to know that.
It just sounded like a house rule that the poster stated as RAW
Could be a merger of house rule and pg 39 of the 1e dmg. Or Pg 61 of the 2.5e dmg which talks about random rolling. Or it could be a misunderstanding about the chance to know spell roll.
DISCLAIMER - Everything said by anyone is absolute subjective opinion. There are no objective claims being made by me, or anyone else, unless they overtly state 'The following is an objective claim'. At this point if you choose to be offended by anything I (or anyone else) say the problem is ENTIRELY your own.
WotC won't let us give them money because they won't produce a game we want to play.
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13 months ago ::
May 21, 2012 - 3:23PM
#9
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Date Joined:
Mar 27, 2008
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When you talk about rolling for spells at level gain, are you talking about making a chance to know spells roll, or rolling to determine which spell you gain as you level or what? And in what edition do you want the info for?
I saw a post that said in AD&D you "rolled to see what spells you got when you leveled" . I looked in my 1978 PHB high and low and never saw that you did that. I did not look in 3.x (I can tonight) but then I never played 3.x enough to need to know that.
It just sounded like a house rule that the poster stated as RAW
Could be a merger of house rule and pg 39 of the 1e dmg. Or Pg 61 of the 2.5e dmg which talks about random rolling. Or it could be a misunderstanding about the chance to know spell roll.
Agreed. I'll look at Page 39 too.
I don't have any 2.x books.
But is does seem to be a trend that the most "strident" posters do not seem to be able to cite where thier information came from. I guess that is the closet academic in me that wants to verify information.
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13 months ago ::
May 21, 2012 - 3:51PM
#10
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Date Joined:
Nov 17, 2003
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When you talk about rolling for spells at level gain, are you talking about making a chance to know spells roll, or rolling to determine which spell you gain as you level or what? And in what edition do you want the info for?
I saw a post that said in AD&D you "rolled to see what spells you got when you leveled" . I looked in my 1978 PHB high and low and never saw that you did that. I did not look in 3.x (I can tonight) but then I never played 3.x enough to need to know that.
It just sounded like a house rule that the poster stated as RAW
Pheonix hit it on the head for AD&D 1&2. In 3e, the wizard choose any 2 spells each class level, the sorcerer choose spells according to it's chart. No rolling of any kind for spell acquisition in 3e.
Are there any other rules you are seeking verification?
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