I don't get the AD&D confusion...
GygaxianProse
Member Posts: 201
in Off-Topic
....rant zone......
I just don't get the weird confusion about AD&D rules. Especially if you're just talking core books + a few supplements, it's a fairly rules light, easy system that holds up very well today, tossing and modding a rule here or there.
I don't ever recall players being confused, back when 1st and 2nd were in print, about things like whether a Saving throw penalty is described as +4 (to the save) or -4(to the roll), or that AC was hard to understand. So I wonder if the confusion is more for people who didn't/haven't played any edition up through 2nd, and particularly exclusively CRPGers. Because I believe AD&D is far less "byzantine" in practice than modern legend would have it. It's complex, and runs better in PnP watered down IMO, but its just not the obscure beast it seems to be portayed as from time to time.
If it helps, maybe look at AC as a modifier to an enemy's attack roll, as relative resistance -
Saving throw priority? A bit obscure, more of a DM thing, but a straightforward mechanic.
Ability checks do roll under on d20, but they're not core until 2nd, and there are good arguments to not using them much. Even so, it was't confusing. OMG I want high on attack rolls, but low on ability/ NWP checks!? IT'S BYZANTINE!!! *brain implodes*
I just don't get the weird confusion about AD&D rules. Especially if you're just talking core books + a few supplements, it's a fairly rules light, easy system that holds up very well today, tossing and modding a rule here or there.
I don't ever recall players being confused, back when 1st and 2nd were in print, about things like whether a Saving throw penalty is described as +4 (to the save) or -4(to the roll), or that AC was hard to understand. So I wonder if the confusion is more for people who didn't/haven't played any edition up through 2nd, and particularly exclusively CRPGers. Because I believe AD&D is far less "byzantine" in practice than modern legend would have it. It's complex, and runs better in PnP watered down IMO, but its just not the obscure beast it seems to be portayed as from time to time.
If it helps, maybe look at AC as a modifier to an enemy's attack roll, as relative resistance -
Saving throw priority? A bit obscure, more of a DM thing, but a straightforward mechanic.
Ability checks do roll under on d20, but they're not core until 2nd, and there are good arguments to not using them much. Even so, it was't confusing. OMG I want high on attack rolls, but low on ability/ NWP checks!? IT'S BYZANTINE!!! *brain implodes*
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Also, based on your post, you seem to come from a pnp background. So you had access rulebooks which would explain things to you. Also, as far as I know, pnp is something always done with other people, so you could ask whoever you were playing with for clarification. For someone playing BG, all you have is the manual, which you may not even realize is provided (I certainly didn't think to look at the files on the disk for the manual my first playthrough), and is often unreliable.
But I also don't think that younger people are lazy per se. I know I am plenty lazy. : ) There is a physical medium gap. Like with the saving throws, if you have a long association of rolling high, and not really ever modifying the target number itself, it's bleeding obvious a penalty is a - to the die roll.
But if you are a programmer, or post 3E gamer, and don't have the decade+ of pnp informing your game logic, then you wouldn't have such an apparent assumption. I have the same problem trying to play 3rd.
However, I think just playing basic/1E/2E, pnp, is easier than it appears. Whereas this might not be the case with more complex rules systems.
Friend: "Let me play"
*skips cutscene*
turns to you.
"What am I supposed to do now?"
That made me laugh SO hard! :-)
But I simply prefer 3.5 (And I really like what I am seeing in Next)
Why is this so wrong?
I mainly commented here because I felt this thread has a real passive-agressive tone to it. Not that i'm trying to start trouble or anything, please don't think I am as I understand that Baldur's Gate uses AD&D (And as I said I would never dream of changing that, I enjoy AD&D 2e alot, its just not my "favorite" ) But being that it is not my favorite I feel shunned and defensive, that certain people look down at me for not worshiping 2e as THE Dungeon's & Dragons experience.
So I share the interest in "next" ( bad apple association though ). I think it can be done. I ran games in the 3E ruleset, 2nd edition-ized, and it was a blast. There can come a point where you just don't care which PHB people are using, and just let the players do their crunch, and then interpret through a Basic D&D filter.
I think D&D in general has many rules and tables for abilities (but that's why I love it).
I can understand if someone is confused initially, but you just read up on it and it becomes straight forward.
I'm really interested in what this D&D Next brings.
After all it will influence our future CRPG's, and hopefully we get plenty of those.
Lookie the Halfling's modified thac0 is 12
Urg the orc's Armour Class is 4
Lookie attacks with a railgun and rolls 15
To Hit Armour Class 0 she needs to roll a 12, but Urg's Armour Class is 4 (so 4 easier than 0) so she only needs to roll an 8. (12-4=8, 15 > 8) She hits!
Higher level;
Lookie's modified tach0 is -2
Zurg's AC is -13
She attacks with a +5 railgun (giving a -5 on thac0) and rolls a 12
AC-13 vs thac0 -2 means she needs to roll an 11 (-2--13=11, 12 > 11) She hits again and blasts away Urg's vengeful son.
3rd Ed:
Dookie the Halfling's modified attack bonus is +8
Burg the orc's armour class is 16
Lookie attacks with a gauss rifle and rolls 9
She adds her attack bonus to the roll (9+8=17, 17 > 16), she hits!
Higher level:
Dookie's modified attack bonus is +21
Lurg's armour class is 36
Dookie attacks with a +5 Gauss Rifle and rolls a 14
She adds her attack bonus to the roll (21+14=35, 35 < 36), she misses and Lurg finally avenges his family being murdered by halflings by tearing off her head and using her face as a loincloth.
______________
I vastly prefer 3rd Edition's adding system over 2nd Edition's system of checking what you should roll at a hypothetical armour class and calculating from there. The negative numbers also get confusing quickly.
It's not rocket science, my puny high-school education brain can still process it, but I do find it needlessly complicated.
Why count down to beyond zero, why involve a baseline armour class to calculate from, why label weapons as being +5 when they give -5?
You get used to it as you play, and then it becomes second nature (over 15 years of D&D related stuff, I can whip up a fully equipped and statted character on a blank page in five minutes, which is just practice). But for entry-level people, it makes much more sense to explain that a + is bonus and a - is a penalty, higher is better.
Added note; this is purely mechanical talk. The 2nd Edition rulebooks had tons of fluff and drawings, some of which I still use frequently. It also didn't have 3rd's tendency to go nutty with powergaming at higher levels, making it a nightmare for the DM.
Both have their upsides.
If the total > your THAC0, you hit! IT'S SO SIMPLE!
4th ed. broke D&D away from the chains of Gygax
I'm going to have to agree with @Communard. Base attack bonus + modifiers to hit the AC number is mathmatically the exact same thing, but is much easier to understand. As the saying goes, "The simplest solution is often the best."
Plus, another reason I liked 3E and beyond compared to AD&D is there were gaming reasons to roll Human. (@LadyRhian is probably gonna battle me on this one!) Humanity is poorly represented in AD&D because they just sucked. Anything they could do, some demi-human could do better outside of classes only humans (arbitrarily) could be, and dual-classing.
And I guess that's another reason. A lot of the rules were arbitrary. "Druids can only hit level 14 because, society!" Gimme a break. It didn't allow for a lot of interpretation outside of how they set up the rule books, because they actually wrote in societal guidelines. If I want to set up a druid society that's neutral good and the leader is a druid/archmage, and the actual highest level druids are the protectors of the society rather than the rulers, I want that option in the rulebooks rather than having to break them in order to make it my own.
D&D is make-believe with rules, so I think the less limitations on it, the better.
@Drugar That +5 Gauss Rifle doesn't do a thing to add to hitting chances? Wouldn't it be 14+5+21=40? Or is that with the +5 already added in? See, this can be confusing, too...
If I also had to show calculating the +5 (or -5 in this case) then I would've had to account for Dex bonus, weapon proficiency and Halfling Racial Bonus with Gauss Rifles and it would've just gotten even messier than it already was.
It does link neatly with my second big complaint of 2nd Edition; totally wonky stat bonusses. Str between 8-14 is completely equal, then it ramps up slightly, then they discovered they really didn't spread the stats out well so there's suddenly 18/XX. Other stats simply have no function for warrior classes (where in 3rd Ed Int and Wisdom gave Skillpoints and Willsaves respectively, being of at least marginal use).
Anyway, I'm mostly bothered by almost every stat between 7-14 having no impact at all (while it should be a significant difference) and the relatively low cap of 25 on all stats, making power-scaling more difficult.
1. I've never played 2e. I base my knowledge on 1e.
2. I've played a lot of 3e. My 1e books are in storage. It has been 10 years since I've had to look at AD&D rules.
3. Computer games never implement rules as per PnP, nor does it play the same way. In PnP, you could ignore the rules and roleplay your way of out almost anything. Heck... play dead!
4. The manuals in the computer games suck.
5. At some point, I don't care about the rules. Especially in a computer game. Even in PnP games, a good DM and players will help a newbie. Do I really care about THACO in BG? No... it will roll for me.
I understood that ogres typically had 19 strength and that no human could ever rival and ogre's strength - hence the compromise of 18/00.
All other stats were integers, but they just had to fiddle around with strength precentiles. I'm glad 3.0 and subsequent editions fixed it.
Ogres had 18(00)--hence Gauntlets of Ogre Power
Hill Giants had a 19 Strength