Dorateen
Arcane
I would just mention there were additional racial advantages, notably giants getting -4 to hit dwarves. This was present in AD&D.
That's how its clearly justified in BECMi , better saves and infravision. Although demi humans could still gain combat experience past their level limitations and some extra clan features in the companion set, the one just past B/X . I dont remember 1e offering anything to demi humans , no reasons to pick them if you expect to reach higher levels.Level restrictions were there because dwarves are innately superior, with their constitution bonus, saving throws and magic resistance. Had to even the playing field so human characters could keep up.
It's Ad&d 2e vs becmi, no interest to pick 1E.
Of course it wasnt working, especially when most campaigns were not going past the B/X part. A dwarf in becmi is certainly a better choice than a human warrior, only thing that can moderate it is the setting and people being hostile to demi humans. In DCC it's the same thing but they use a character gauntlet , you have to be very lucky to roll a demi human and those are clearly better still. Lamentation of the flame princess same thing, elf is better by far. It's not working but the retroclones picked it anyway.That's how its clearly justified in BECMi , better saves and infravision. Although demi humans could still gain combat experience past their level limitations and some extra clan features in the companion set, the one just past B/X . I dont remember 1e offering anything to demi humans , no reasons to pick them if you expect to reach higher levels.Level restrictions were there because dwarves are innately superior, with their constitution bonus, saving throws and magic resistance. Had to even the playing field so human characters could keep up.
It's Ad&d 2e vs becmi, no interest to pick 1E.
That was the justification but it didn't really work imho,the level restricitons only affected players if they were in a high level 10+ level campaign while they kept the bonuses without any problems in the lower leverls.A 3rd level dwarf fighter would have the racial benefits but face no problems from level restricitons unless you got to level 15 so why play a human.It also made no sense from a logical/roleplaying perspective,dwarfs can't become as good fighter as humans?Hlafings can't become as good thieves as humans?Elves can't become as good mages as humans?
The user in question flat out lied about poisons in AD&D 2E. They weren't changed at all. The extent of the changes was the removal of the combat matrixes for THAC0 and the renaming of angels, demons, and devils.
The user in question flat out lied about poisons in AD&D 2E. They weren't changed at all. The extent of the changes was the removal of the combat matrixes for THAC0 and the renaming of angels, demons, and devils.
I revised the thread in which the discussion was. The user posting there was Melan. But he posted direct comparisons between what was written in the first and the second edition, and it was certainly different. So I don't see how his point could be false at all.
Another thing mentioned was the removal of the assassin class, for which there were comparisons posted as well.
In the AD&D 2nd Edition Players' Handbook, the idea of an assassin has been divorced from any particular character class. Indeed, a character can be any class and still be an assassin; this thief kit simply shows how a thief can be converted into an efficient, discreet killer. Characters of other classes still can (and often will) be assassins, so it would be best not to let down one's guard...
Assassins must have the following minimum ability scores: Strength 12, Dexterity 12, and Intelligence 11.
Weapon Proficiencies: Because of their specialization in the art of killing, Assassins, unlike thieves of other kits are permitted the use of any weapon. An Assassin often selects one favored weapon, such as a garotte or serrated dagger ( or even something exotic, such as blowgun darts with an exotic insect poison from a distant jungle), to use for his killings. If the Assassin achieves infamy, the marks of this weapon may become known as a sort of "calling card".
Nonweapon Proficiencies: Required: Trailing, Disguise. Recommended: Alertness, Begging, Information Gathering, Herbalism, Land-Based Riding, Observation, Tracking, Voice Mimicry.
Special Benefits: Assassins get a bonus to identify poisons that is the Assassin's level multiplied by 5%. Intelligence 13-15 add 5%, 16-17 is 10%, and 18 is 15%. Other modifiers for identifying poisons are based upon the individual senses that can lead to penalties to the rolls.
Where did the desire to add a bard class come from? It seems like a total wackadoodle class that nobody asked for and nobody wanted. Is there some famous bard in fantasy novels I don't know about? Besides maybe Fafhrd, who still isn't very much like a D&D bard.
Pre-D&D?
The Complete Thief's Handbook says this about assassins on page 26. Incidentally, TCTH was published in 1989 as a companion to the core rules published in the same year.
Look at that guy having a completely normal one.
The Complete Thief's Handbook says this about assassins on page 26. Incidentally, TCTH was published in 1989 as a companion to the core rules published in the same year.
But how I see it, the point it was being made in the thread was that the class got changed and then moved to another optional supplement when in the 1st edition it was in the core rules. The class technically existed, but it was not the same.
Though maybe experience difference on the matter...
Which is better and why: AD&D or AD&D 2nd Edition?
BECMI is the best, but any Dungeon Master worth his salt would run some combination of editions incorporating a multitude of official optional rules, unofficial rules from Dragon Magazine articles or similar sources, and house rules.
AD&D 2nd implemented one major rules change, with experience points from treasure becoming an optional rule, and the replacement for treasure as primary source of XP being "story awards" for completing an adventure, although this was simple enough to ignore for anyone familiar with any prior edition of D&D/AD&D.I started with AD&D 2nd, but IIRC it basically cleans up the rules, and takes everything developed during the 1st as options and integrates it into the core. Oh and there's Class Kits that are new.
Fortunately, David Zeb Cook declined to integrate all optional AD&D rules into the 2nd edition core rulebooks, so we were spared cavaliers and thief-acrobats (not to mention the jester, mystic, and savant sub-classes Gygax wanted to create, and bards being revised into a primary class with jesters as a sub-class).
The Rules Cyclopedia is a compilation of the rules from the first four sets of BECMI (the Immortals Set from 1986 was replaced by the Wrath of the Immortals Box Set in 1992), though the presentation of the rules was quite different. BECMI explicitly integrated dominion rulership and stronghold building into higher-level play (admittedly the rules for these should be have been longer and better designed), followed by planar travel and even questing for immortality at extremely high levels. More generally, it was a flexible system ("free Kriegspiel") that didn't attempt to introduce rules covering every aspect of the game. Also, it was linked to the best D&D/AD&D campaign setting --- the Known World / Mystara.To be honest, as far as actual rules go, I am rather neutral on what edition to use. I tend to prefer having race and class be separate things; and I am not a fan of having a multitude of different classes. In fact, I think ideally you will have three or four and have different things you could come up (such as assassin or cavalier or jester or bard or whatever) as some kind of specialisation of the base class.
Still, any reason you prefer BECMI over the others? Also, is BECMI and the one from Rules Cyclopedia the same?
Yes, I think some AD&D 1st edition adventure modules had even adopted this method of providing experience based on completing the intended goals, prior the publication of AD&D 2nd edition. However, this official rules change served to codify such behavior, which probably funneled new players away from the older playstyle towards which they might otherwise have been inclined.AD&D 2nd implemented one major rules change, with experience points from treasure becoming an optional rule, and the replacement for treasure as primary source of XP being "story awards" for completing an adventure, although this was simple enough to ignore for anyone familiar with any prior edition of D&D/AD&D.
And this was a disastrous idea, to be honest; since it greatly changed how the game is played. To be fair, people were playing it like that before 2nd edition even came out, as far as I understand (I didn't play RPGs back then yet). It bears mentioning that without XP per g.p., or some other objective rule for awarding XP as the main source, the pace of the game will be set by just the DM; and usually the players will always have the same xp values. Especially if new characters start at the same or average level as everyone else.
AD&D 2nd edition did have the benefit of a plethora of supplemental rulebooks --- 15 in the Complete ____ Handbook line, 9 in the Dungeon Master's Guide Rules Supplement line, 7 Historical Reference Sourcebooks, 4 Player's/DM option books, plus assorted other rulebooks such as the Tome of Magic. There's certainly much worthwhile material to be found in these books, even if the majority is better left unused. And of course the shift in focus to campaign settings that began in 1987 resulted in an enormous quantity of campaign setting material being produced for AD&D 2nd edition.Fortunately, David Zeb Cook declined to integrate all optional AD&D rules into the 2nd edition core rulebooks, so we were spared cavaliers and thief-acrobats (not to mention the jester, mystic, and savant sub-classes Gygax wanted to create, and bards being revised into a primary class with jesters as a sub-class).
I find 2e to be my favourite edition. Not so much because of its specific rules, but because of a lot of the design philosophy that surrounded it. I think the Monster Manual is a prime example of that, and seeing how it differed from 1e shows the difference in philosophy particularly well. I do think that it unfortunately left behind too much of the dungeon delving and hex crawling of yore; and the episodic way of playing, where PCs were pretty much playing through the GM's story, was sadly pretty much the norm back then. But still, I rather like a whole lot about it and the supplements released at that time.
One rule from 2e that I thought was legitimate incline, though, was the use of spheres in cleric spells in order to change how different religions got access to different kinds of magic. The actual implementation frequently wasn't all that great, but it was an interesting idea nonetheless.
Where did the desire to add a bard class come from? It seems like a total wackadoodle class that nobody asked for and nobody wanted. Is there some famous bard in fantasy novels I don't know about? Besides maybe Fafhrd, who still isn't very much like a D&D bard.
Pre-D&D?
Well, there's Orpheus from Greek mythology:
Don't forget Homer, too. He's sometimes called 'the Bard'. I guess if we are looking at historical figures we could also include Sappho. Really a lot of famous Greeks sung their tales.
Many of the Scandinavian people revered their Bards, the majority of which were semi-retired Vikings called Skalds:
Caesar spoke often of Druids and how they held memorization of songs and legends important for their own Bardic equivalents. He was amazed what a good memory the Celts had since they recited more than put words onto paper or stone. Supposedly Druids were outlawed by the Romans, but Bards allowed to survive.
Of course, Monty Python and the Holy Grail is probably what really made the Bard popular around the time of early D&D:
By the way, Gary Gygax once told me that he really wanted a Montebank as a character class, but he never got to implement it. From his memory it sounded like it would have been close to the 3.5E Beguiler.
I'd say Irish mythology is the primary source for the original D&D bard (which would explain the druidic influence).
There's also Fflewddur Fflam from the Chronicles of Prydain by Lloyd Alexander.
Melanhead is too retarded and dishonest which is why he has to lie about what the rules actually said. I can even put up the pages from AD&D 1E if you want proof for comparison. While he doesn't.
Melanhead is too retarded and dishonest which is why he has to lie about what the rules actually said. I can even put up the pages from AD&D 1E if you want proof for comparison. While he doesn't.
But are you not gonna add something more about the subject?
Sure, why not.
For all their continuity and rough compatibility, AD&D and AD&D 2nd edition are far enough from each other to be different games. They rest on different literary traditions, their rules serve different purposes, they place emphasis on different sorts of adventures, and they play fairly differently. You can easily see this by their online communities, which generally do not mix or even communicate much.
1st edition AD&D is a single man's vision about a broad, campaign-level implementation of D&D. Its stylistic quirks and idiosyncrasies make it a personal work, even if he did, in fact, get help from a tight design team. Gary Gygax had peculiar tastes in fantasy, even in his generation: he had little interest in Tolkien and other sorts of epic fantasy, and instead liked violent sword & sorcery pulps and books on historical warfare. His main sources of inspiration were Jack Vance, Robert E. Howard, and Fritz Leiber, although he had more eclectic tastes, and had an uncanny ability to adapt them into the game, from 50s SF blob monsters and flying saucers to Japanese plastic toys.
The resulting game assumes a grittier sort of world with tough, often shady heroes, corrupt civilisation, and rugged frontiers where laws are stern and might makes right; underground empires inhabited by ancient and malevolent civilisations, and supernatural powers - demon lords, devil princes, gods and goddesses - playing chess with their mortal pawns. (In a very Ffahrd & Mouser way!) There is a lot of strangeness on the edges, too. The rules integrate these assumptions into their fabric, from character types with dubious morality (assassins, a focused illusionist class), or an ethical code focused on the swift dispensation of frontier justice (giant-killing rangers, monks, paladins). The game's most important rule declares that advancement is mostly found in loot and plunder, gained by hook or crook. Characters then have to train to advance in levels, seeking out various masters, or competing in bizarre class-centric hierarchies (you will only become Top Druid if you first defeat one of the previous top Druids). There are lots of quirks and edge cases.
The mechanics are often baroque in their totality, but they can be scaled well (this feature is of course shared by 2nd edition). The game comes with a badly edited and rambling but supremely useful Dungeon Masters Guide which offers solid and wise advice on constructing adventures, and setting up a complex, interconnected campaign that's more than the sum of its parts. In its first years, it was also served by a very solid sequence of adventures, which were very thoroughly playtested, and still serve as the most consistently good collection of scenarios for any RPG (except maybe early Warhammer Fantasy and CoC). These modules are slightly different from the campaign-oriented vision of the core books: they are good, but they are often convention scenarios with standalone premises and higher deadliness for competitive scoring.
2nd edition AD&D is a different beast, an attempt to create a new, accessible set of rulebooks in place of a game that was by then overburdened with unwieldy and dubious optional rules and character options. It was created by a committee, although, to its credit, a committee of experienced game designers who were all old AD&D hands. 2nd edition plays safe while trying to reconcile mutual, sometimes contradictory demands: to consolidate a decade's worth of new materials and popular house rules; to deflect parental and religious criticism from the game and establish it as a family-friendly brand; and to serve as a springboard for several new novel and product lines. It is the kind of compromise that people can accept, but generates little enthusiasm.
2nd edition AD&D's literary roots lie in heroic high fantasy, the popular trilogies, quadrilogies, pentalogies, etc. of the 1970s and 1980s, without the seedier pulps. Best-selling AD&D-branded novels set in Dragonlance or the Forgotten Realms were as much a part of this background as things like The Belgariad, Shannara, The Chronicles of Prydain, The Chronicles of Thomas Covenant, and so on. This sort of fantasy tends to draw clearer lines between light and darkness, focuses on heroic destinies, doing the good thing, heroic protagonists and comic relief side characters, typically united against some gathering dark force in a long quest. Its implied world is a fundamentally calm, green kingdom of RenFaire aesthetics, and fundamentally good, or at most mischiveous people, beset by the forces of Evil. This is the baseline mode of 2nd edition, with significant later departures, but dominant throughout the edition cycle.
Accordingly, 2nd edition is a "cleaned up" edition, on three levels. First, it whitewashes the moral ambiguity, earnest violence, and strong weirdness of the earlier game, to focus on more straightforwardly heroic character types. It is squeakier, cleaner, and yes, a little milquetoast. Assassins and half-orcs are right out in the core books (yes, they are brought back in one of those crappy expansion books that came later, and which only Complete Weenies used - looking at you, Mr. Dixon!). It also reduces the specificity of the game rules: the Illusionist and Druid classes, which had had their strictly defined rules and distinct spell lists, are folded into the general Wizard/Cleric character type, where they no longer stand out. This is not to the game's benefit. The third aspect of cleanup, on the other hand, is beneficial: 2nd edition is easier to grok, has more coherent mechanics, a rudimentary but functional skill system, and a combat system that moves from attack tables to THAC0, a badly explained but ultimately quite easy formula. Crucially, though, the Main Rule is muddled: the bulk of experience is now awarded for "story awards" (or whatever they are called), with some for monsters (this has continuity with 1st edition) and some for class-specific stuff. Much less laser-like precision.
2nd edition has cleaner rules, but, at the same time, somewhat less interesting ones. The weakest part of the core game, however, is the Dungeon Master's Guide (now with an apostrophe). This book, simply put, does not teach the beginning Dungeon Master anything particularly useful. You don't really get concrete advice about developing your adventures, campaign worlds, or even that much about running the game. The first edition's massive and packed appendices are not present, nor is its storehouse of good advice. At the table, the DMG's role was mostly as a magic item reference.
This is really quite unfortunate, because while the DMG is lacking, the adventures for the general AD&D product line - the ones you would presumably buy after getting into the game - are not very good either, so they do not establish a solid practical example. At this time, TSR did not do much, if any in-house testing, and outsourced much of its adventure design to wannabe novelists (fruity people looking for their TSR novel deal who created linear, story-heavy junk without much player agency), the RPGA's organised play sections (mainly rules lawyers and turboautists who could rattle off Official TSR Rulings with Mr. Dixon's consummate skill, but tended to lack creativity and imagination), and Dungeon Magazine (fan content, the best of the lot but rarely outstanding). Accordingly, it doesn't have much of a module legacy. Who plays classic 2nd edition adventures anymore? What are these classics even? Hell if I know.
To its credit, 2nd edition, while it suffered from a horrible bloat of barely (if at all) playtested of filler supplements in its day, does have two strands of creative legacy that are worth noting. First is a sequence of campaign worlds, which, while not free from the sins of the age (bloat, a bit of sanitisation), are obviously labours of love in a way the core game really wasn't. People who remember the likes of Al-Quadim, Spelljammer, Birthright, or (the best of them all) Dark Sun remember 2nd edition much more fondly than those who wanted to play "just AD&D, thanks". Second, the second edition era produced a whole bunch of really good AD&D-based computer games. This success story begun with 1st edition-based games (the Gold Box series), but continued well into the 1990s, and included a whole lotta Codex favourites. Not all of them were great (Dungeon Hack and that one stronghold building game were godawful, and Baldur's Gate 1 is a colossal MEH), but the likes of Eye of the Beholder and Shattered Lands have stood the test of time very well.
So that's the REALLY TL;DR take. In the end, it would be quite easy to run a good game with the 2nd edition rules, but I do believe that if you have 1st edition, it just makes more sense to go with that one, and maybe adapt THAC0 and a handful of simple rules that you like (such as the easier initiative system).
Certainly, 2e fans are not seething, coping and dilating whenever you criticise their limp-wristed kiddy edition. Look at that guy having a completely normal one.
Drizz'tfuckers.
On the topic of the literary influences of respective editions of Dungeons & Dragons, it's worth noting that the fantasy literature market changed drastically between the publication of original D&D in 1974 and the release of AD&D 2nd edition in 1989, independently of changes in D&D itself. Although neither Dave Arneson nor Gary Gygax were particularly fond of Tolkien, the Lord of the Rings trilogy had obtained sufficiently popularity by the early 1970s that many players wanted to have dwarves, elves, and2nd edition AD&D's literary roots lie in heroic high fantasy, the popular trilogies, quadrilogies, pentalogies, etc. of the 1970s and 1980s, without the seedier pulps. Best-selling AD&D-branded novels set in Dragonlance or the Forgotten Realms were as much a part of this background as things like The Belgariad, Shannara, The Chronicles of Prydain, The Chronicles of Thomas Covenant, and so on. This sort of fantasy tends to draw clearer lines between light and darkness, focuses on heroic destinies, doing the good thing, heroic protagonists and comic relief side characters, typically united against some gathering dark force in a long quest. Its implied world is a fundamentally calm, green kingdom of RenFaire aesthetics, and fundamentally good, or at most mischiveous people, beset by the forces of Evil. This is the baseline mode of 2nd edition, with significant later departures, but dominant throughout the edition cycle.
I'm surprised. These are some great post, containing things that I find very interesting. Thanks Melan for replying in great detail. I have to say that I have a particular taste, because I'm both an unconditional fan of Tolkien and R. E. Howard . Despite that their styles are presented often at odds here, I find them to be extremely compatible.
Also thanks JamesDixon for posting that page from Appendix N. Now I give much less credit to people that want to deny Tolkien influence in roleplaying games, though honestly, I already didn't give any.
Yes, I certainly agree with most of this - both about the sea change within the fantasy genre, and about this shift already being underway in the 1970s. EGG's influences came from a previous age (he was almost a generation older than his circle of fellow gamers, and had a personal connection to the twilight of the pulp magazine era), and his tastes were fairly eccentric. Less is known about Arneson, but he is proven to have liked monster movies, Star Trek, and the godawful Gor series (all of these feature prominently in his published work). Meanwhile, even the original Chainmail players and D&D playtest groups wanted to play Tolkienesque characters, and, it is understood, basically pressured Gary and Dave into it. (Hell, for a while, they pressured them into playing vampires, balrogs, and small dragons!) There was clearly some reluctance there, as seen in the level limits, which were originally very harsh - hobbits as 4th level Fighting-Men maximum, etc.On the topic of the literary influences of respective editions of Dungeons & Dragons, it's worth noting that the fantasy literature market changed drastically between the publication of original D&D in 1974 and the release of AD&D 2nd edition in 1989, independently of changes in D&D itself. (etc.)
Yes, I certainly agree with most of this - both about the sea change within the fantasy genre, and about this shift already being underway in the 1970s. EGG's influences came from a previous age (he was almost a generation older than his circle of fellow gamers, and had a personal connection to the twilight of the pulp magazine era), and his tastes were fairly eccentric. Less is known about Arneson, but he is proven to have liked monster movies, Star Trek, and the godawful Gor series (all of these feature prominently in his published work). Meanwhile, even the original Chainmail players and D&D playtest groups wanted to play Tolkienesque characters, and, it is understood, basically pressured Gary and Dave into it. (Hell, for a while, they pressured them into playing vampires, balrogs, and small dragons!) There was clearly some reluctance there, as seen in the level limits, which were originally very harsh - hobbits as 4th level Fighting-Men maximum, etc.On the topic of the literary influences of respective editions of Dungeons & Dragons, it's worth noting that the fantasy literature market changed drastically between the publication of original D&D in 1974 and the release of AD&D 2nd edition in 1989, independently of changes in D&D itself. (etc.)
Once gamers got their hands on D&D, though, many were eager to play it as a Tolkien simulator. This seems to have been a major cultural difference between the original Midwest gaming groups and California, where new players mainly came from the ranks of fantasy fans and Tolkienophiles, not OG wargamers. It also explains the rapid disenchantment many would experience with D&D-like systems, since while D&D does a passable job with The Hobbit (which Gary liked), it stumbles with LotR (which Gary stubbornly disliked). It is simply not the greatest vehicle to run a squeaky clean heroic fantasy campaign. This friction continued to be present through D&D's history wherever it got popular ("AD&D is unrealistic because it is not like LotR" was still a common argument in the early 1990s). 2nd edition's style - and some chronologically earlier materials which have led into it, first and foremost Dragonlance - owes much to the course correction towards the new generation of popular high fantasy novels.
Ultimately, there is no harm in liking Tolkien's work (I do), or even trying to combine it with AD&D (now that, I don't do ). However... reading and understanding the original literary works which have inspired the game and its basic assumptions/rules will suddenly make obscure and strange things make a lot of sense, and these works are a hell of a foundation for a functional, great AD&D campaign. They are, we could say, a natural fit.
I see Dixon is assmad in another D&D thread again.Jesus you are one fucking retarded lousy idiot.