Azarkon
Arcane
- Joined
- Oct 7, 2005
- Messages
- 2,989
AD&D wasnt a clusterfuck
Okay then.
In a melee or ranged attack, you roll high on a d20 against a static defence, but get their via unnecessarily weird subtraction algorithm. In a magical attack, the defender rolls against a completely static number, except if the defender has magic resistance in which case the attacker also rolls but this time with a d100 against a d20. Why have two unrelated, layered mechanics to resolve the magic attack, and why is the attacker rolling against a defence on the ranged and melee attacks but the defender rolling against an attack on the (standard) spell defence mechanic?
In non-weapon proficiency checks, the player rolls low on a d20 against a static number that may be adjusted by the DM at his discretion (with no general guidelines on what kinds of adjustments should apply when), except with thief skills in which case he rolls on a d100. Why is the roll low rather than high, and why use different dice?
Thief skills allow progression and start low. NWPs only allow progression by spending extra slots, and the base chance = your ability score. Why the difference? And what kind of sense does the NWP mechanic make?
To resolve a fireball attack against, say, a group of three drow, you need:
(1) A roll on d100 against a number from the monster description for each drow, to beat magic resistance
(2) A roll on d20 against a number from the monster description for each where you successfully beat the magic resistance check
(3) A roll of nd6 where n is your character level, which you then need to sum, and divide by 2 for each drow who succeeded in the saving throw
Don't you think this is rather a lot of rolling, comparing, adding, and dividing for resolving a simple AoE spell attack?
True or false: characters can opt to use NWP slots to buy thief skills?
A character with STR 18/25 has a Bend Bars chance of 25%. He notices his jail cell's bars are bronze rather than iron. How does that affect his Bend Bars chance? Chapter and verse plz, this is a common situation so "the DM will asspull the adjustment" is not an acceptable answer.
A character with STR 18/25 needs to push a heavy boulder over a cliffside. How is his chance of success determined?
Shall I go on?
You're basically right about these flaws of rule design, with the exception of the absence of rules for out of combat situations, because ultimately Dungeons and Dragons is a tactical combat game, and no system can be expected to cover everything, so it's not as much a flaw, as it is a limit of what kind of game it's designed to be. You can't expect the rule books to do physics calculations for each situation, and they already tell you what strength translates to in terms of general physical capability, so you should be able to figure it out yourself.
But I agree: Advanced Dungeons and Dragons was an average or even below average rule set, which found classic status due to the amount of content available for it. In that sense it's similar to C++, the programming language, which is a terrible language in many ways, but became the industry standard because everyone used it. The main advantage of TSR has always been their ability to get excellent third party support for their products, and to maintain virtual cultural monopoly over the high fantasy genre of pen and paper games, which also happens to be the most popular. Better rule sets, in this sense, had no way to compete with them.
But I think this also brings up the issue of whether such flaws matter all that much, as long as the core game play is solid. Is it annoying that you have to roll three dices to figure out how much damage each drow takes? Sure. Are you going to stop playing Dungeons and Dragons because of it? Probably not. Most players are willing to deal with minor issues with game systems. What they're not willing to deal with is a lack of content, or a lack of imagination, which I feel was/is the problem with much of the competition.