Grauken
Gourd vibes only
- Joined
- Mar 22, 2013
- Messages
- 12,802
I'm going to fire up FRUA and be playing some Gold Box goodness in 2018.
Not a lot of time left in the year
I'm going to fire up FRUA and be playing some Gold Box goodness in 2018.
I don't think you'll have many issues getting a handle on the Gold Box games if you've played the BG series, for example.
True. Because BG is deeper, more complex and more interesting than any GoldBox game. This is true of any Renaissance RPG when compared with the Stone Age "equivalent".
I always did think treasure made a good a proxy for success, though. It translates especially well to vidya games, where a form of mission completion that causes the loss of most of the treasure is basically a failure.The core rules included one important change from AD&D 1st edition to 2nd edition: experience points were no longer awarded for treasure but instead for defeating monsters (as in 1st edition), completing adventures as a group, and performing individual deeds appropriate to a character's class.
I always did think treasure made a good a proxy for success, though.
Yes, the changes made in AD&D 2nd edition regarding experience points were definite decline. The section on experience points in the Dungeon Master's Guide did include a short blurb stating that XP could be awarded for treasure as an optional rule, and it was easy enough to ignore the new rules about XP awards and simply distribute them the same way as in all previous versions of D&D, i.e. for defeating monsters and obtaining treasure. However, the removal of XP for treasure as a standard part of the rules combined with the addition of a "story award" for completing an adventure and "individual class awards" for acting in a certain way were seemingly intended to steer groups into a more narrative-focused play-style. By contrast, the assumption in earlier versions of D&D was that players were pursuing treasure in the manner of Fafhrd & the Gray Mouser or Conan the Barbarian, and although this would generally involve fighting some monsters, it was frequently preferable to bypass enemies when possible since the experience awards from monsters themselves were far smaller than from the treasure.Considering that more modern D&D straight up has a wealth-by-level chart, and tying XP gain to treasure was remarkably prescient.
But 1e pen and paper edition still had a number of holdovers from the game's strategy game roots, so there was still things like a table for weapon accuracy versus class of armor (which I sometimes think nobody but me used).
Holy shit, you’re still Alive?stuff.
You should do an article on your blog comparing the two.
Goldbox RPGs are not worth commentating on, though. Not enough depth. I'd sooner post my 71st write-up on BG.
I'm going to fire up FRUA and be playing some Gold Box goodness in 2018.
I'm going to fire up FRUA and be playing some Gold Box goodness in 2018.
Not a lot of time left in the year
Cacodemon spell was removed as well.* "Evil" character options removed (assassin, half-orc etc)
Yea, I used Haste probably only once in every Goldbox game.Speaking of time, I was just thinking how great it was when a hastened character would be aged one year. Made humans think twice about abusing the spell.
The story goals are just XP from quests, and they're considered bonus experience, not a main source. The consistent goals are "fun, character survival, and improvement". At the end of the session, the DM awards XP to the group based on the guidelines for these. The individual awards are an optional rule, just like XP from gold and training.Yes, the changes made in AD&D 2nd edition regarding experience points were definite decline. The section on experience points in the Dungeon Master's Guide did include a short blurb stating that XP could be awarded for treasure as an optional rule, and it was easy enough to ignore the new rules about XP awards and simply distribute them the same way as in all previous versions of D&D, i.e. for defeating monsters and obtaining treasure. However, the removal of XP for treasure as a standard part of the rules combined with the addition of a "story award" for completing an adventure and "individual class awards" for acting in a certain way were seemingly intended to steer groups into a more narrative-focused play-style. By contrast, the assumption in earlier versions of D&D was that players were pursuing treasure in the manner of Fafhrd & the Gray Mouser or Conan the Barbarian, and although this would generally involve fighting some monsters, it was frequently preferable to bypass enemies when possible since the experience awards from monsters themselves were far smaller than from the treasure.Considering that more modern D&D straight up has a wealth-by-level chart, and tying XP gain to treasure was remarkably prescient.
Speaking of time, I was just thinking how great it was when a hastened character would be aged one year. Made humans think twice about abusing the spell.
I'm not dead yet.Holy shit, you’re still Alive?stuff.
slow isn't the same as reversing time thoughSpeaking of time, I was just thinking how great it was when a hastened character would be aged one year. Made humans think twice about abusing the spell.
Well, by rights, slowed characters should have their age reduced by one year. That would be balanced.
2e cut the original table and replaced it with the 3 weapon types that should be familiar to all 3e players. So, less each weapon to its individual prime usage, more take the weapon that best helps you self-identify as the gay BDSM drow you know you are on the inside. And well, it had to happen, really, because how can you go on that with the epic hero, no-fail state, novel-tie-in 2e module if you can't be a ranger and take your most favoritist dual-wielding scimitars?But 1e pen and paper edition still had a number of holdovers from the game's strategy game roots, so there was still things like a table for weapon accuracy versus class of armor (which I sometimes think nobody but me used).
This table was also in 2E, as an optional rule that nobody used.
Haste ages the character due to the accelerated metabolism. Slowing it shouldn't reverse the ageing process.Well, by rights, slowed characters should have their age reduced by one year. That would be balanced.
This spell ages the targeted creature one year per level of the caster. Unwilling subjects may attempt a saving throw to resist the spell. Subjects affected by age creature must make a successful system shock roll to survive the change.
Subjects cannot be aged beyond their natural life spans. If the priest's level indicates that a creature would be aged beyond this level, the creature is aged to one year short of his maximum age. The spell cannot cause a subject to die.
Human and humanoid characters affected by the spell experience changes in appearance associated with increased age, such as gray hair and wrinkles. More significantly, they suffer losses in Strength, Dexterity, and Constitution when they reach certain age levels. These are summarized in Table 12: Aging Effects in the Player's Handbook. The Player's Handbook also provides rules for determining a character's base age.
Nonmagical monsters can be affected by age creature. The DM determines a monster's current age and natural life span based on its description in the MONSTROUS COMPENDIUM or based on his own judgment. To determine the effects of aging on a monster, assume the following: a monster is middle-aged when it reaches half its natural life span; a monster reaches old age at two-thirds of its natural life span; a monster reaches venerable age in the last one-sixth of its years. A monster suffers the penalties which follow when it reaches these age levels. The penalties are cumulative and permanent (unless the affected monster becomes younger).
Age Penalty Middle Age -1 to all saving throws Old Age -1 to all saving throws -1 to all attack rolls Venerable -1 to all saving throws -1 to all attack rolls The material component is a pinch of powdered emerald.
The reverse of this spell, restore youth, permanently restores age that has been lost as a result of magic (such as an age creature spell). Restore youth reduces the age of the targeted creature by one year per level of the caster. The subject must make a successful system shock roll to survive the change. Subjects who become younger regain the lost ability scores described above. A subject cannot become younger than his actual age as a result of this spell.
The material component is a pinch of powdered ruby.
Whenever I'm bothered by horny chicks that won't leave me alone, I start talking about the different AD&D editions. It's the world's most effective babe-repellant.