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Post by ripx187 on Jul 2, 2018 15:55:49 GMT -5
The OD&D rules are best explored through play, but looking at them I have some concerns and I just wanted to hear some thoughts from more experienced users than myself.
There are at least 2 methods of combat listed, the major and most used being the Alternative Combat Systems, and the system prefered method of Chainmail. I am no expert on Chainmail but it does look like a fairer system to the Fighting Man class. At higher levels, the class appears to do much much more damage than when we use the Alternative Combat System.
I may be incorrect, but, the way that I read Chainmail dmg at this point is that the fighter does X amount of HD damage and upon a successful hit they can divide up those HD damages between multiple targets, perhaps being able to clear all their defended area of low-level cannon fodder. Like I said, I could be wrong but I like the idea of it.
Going back to the ALT Combat method, the fighter seems to get only one single attack per round, regardless of level, the only thing that seems to improve is his much greater chances of hitting the target and him having a lot more hit points than the other classes.
Does this balance out, or maybe a better term than balance, does this make more sense during play than it does on paper?
Later Editions granted the Fighter more attacks, but even than it wasn't as good as being able to do X amount of HD damage; the greatest 2e Warrior could still only kill 3 goblins per round which is kind of pathetic, but the ALT Combat System seems to be even worse.
It has always been my belief that the Fighters were supposed to be strongest characters at lowest levels, but I'm not even sure if this is the case. Looking at the tables, the difference between the melee attacks of a mid-level fighting man and a cleric appears to be trivial. I suppose that this enforces a prefered play-style that encourages the Fighting Man to be a defender only, but considering that Soldier is the most common profession in the game, and the great heroes of the fiction which I prefer to emulate, the limitations implied kind of worry me. Again, does this correct itself during play?
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Post by True Black Raven on Jul 2, 2018 17:52:25 GMT -5
I've never really used Chainmail much and the "Alternative Combat System" was what was being used well before the publication of OD&D as I understand it. Chainmail was listed to entice wargamers into buying OD&D since the market outside of wargamers was not yet part of the thought process. So I can't answer Chainmail questions.
As for is the Fighting Man Class too weak, IMO that is not the case. If you use 3d6 in order and they get a little magic they will do just fine. It is IMO when you add in Greyhawk that they start to get a little weak in respect to Magic Users.
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Post by Hexenritter Verlag on Jul 2, 2018 17:58:31 GMT -5
ripx187 there is a pdf floating around the interwebs called 'Using Chainmail to Resolve OD&D Combats', plus Grey elf has one called 'Forbidden Lore' on his site that might help you beef up the fighting-man class.
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Post by True Black Raven on Jul 2, 2018 18:08:21 GMT -5
I would not worry too much about balance, it is overrated in my book. I think one thing to remember ripx187 is that the strength of any character in OD&D has way more to do with how well the player plays the character and his decision making than anything else, including the mechanical stuff.
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Post by Hexenritter Verlag on Jul 2, 2018 18:20:37 GMT -5
I would not worry too much about balance, it is overrated in my book. I think one thing to remember ripx187 is that the strength of any character in OD&D has way more to do with how well the player plays the character and his decision making than anything else, including the mechanical stuff. So very true.
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Post by ripx187 on Jul 2, 2018 18:49:31 GMT -5
True Black Raven, I think that there might be some confusion. I speak of the original 3 Dungeons & Dragons booklets, it's the earliest published version of D&D. I am not sure why Chainmail was divorced from the system so quickly. Was it due to mechanical flaws, consumer trends, or what, but it is definitely a system that is not accurately captured by the ALT Combat System at all. The Named levels found in the Experience Points section point directly to Chainmail and an apparent assumption that it is the default system. I know that Dave Arneson never used it, but I'm not so inclined to dismiss it so quickly. What IF Chainmail was never replaced? EXAMPLE: A 4th level Fighting-man is labelled as a HERO. Under Chainmail 3E rules, the HERO counts as 4 men. HD that is the same as how we always have played it, but he also fights as 4 men. I take this to mean that he can do 4 HD of damage per successful attack: He can centre all of them on a specific target, or he can divide them up, killing 2 Second level creatures, 4 First level creatures, or 8 1/2 HD creatures. This would replace rolling for damage which I don't have a problem with, but do you think that this would break the system, make enemy fighters too deadly, or increase the joy of playing a fighting-man enough to compensate him for having no spells? The above would only matter if the fighting-man was using a melee striking weapon. I think that missile fire uses a different combat system. Hexenritter Verlag. I have seen the first file that you speak of and do have to give it a good look through. Right now I am trying to decide if I want to use the Chainmail system or not. It sounds interesting and very different from what my group is used to.
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Post by True Black Raven on Jul 2, 2018 19:06:12 GMT -5
True Black Raven , I think that there might be some confusion. I speak of the original 3 Dungeons & Dragons booklets, it's the earliest published version of D&D. I am not sure why Chainmail was divorced from the system so quickly. Was it due to mechanical flaws, consumer trends, or what, but it is definitely a system that is not accurately captured by the ALT Combat System at all. The Named levels found in the Experience Points section point directly to Chainmail and an apparent assumption that it is the default system. I know that Dave Arneson never used it, but I'm not so inclined to dismiss it so quickly. What IF Chainmail was never replaced? EXAMPLE: A 4th level Fighting-man is labelled as a HERO. Under Chainmail 3E rules, the HERO counts as 4 men. HD that is the same as how we always have played it, but he also fights as 4 men. I take this to mean that he can do 4 HD of damage per successful attack: He can centre all of them on a specific target, or he can divide them up, killing 2 Second level creatures, 4 First level creatures, or 8 1/2 HD creatures. This would replace rolling for damage which I don't have a problem with, but do you think that this would break the system, make enemy fighters too deadly, or increase the joy of playing a fighting-man enough to compensate him for having no spells? The above would only matter if the fighting-man was using a melee striking weapon. I think that missile fire uses a different combat system. Hexenritter Verlag . I have seen the first file that you speak of and do have to give it a good look through. Right now I am trying to decide if I want to use the Chainmail system or not. It sounds interesting and very different from what my group is used to. TSR never supported using Chainmail aside from the mention in Men & Magic and as I said that was a bridge tie-in for wargamers more than anything else. Well and to sell copies of Chainmail. But it went away quickly because none of the original guys including Gygax used it with D&D. Now a lot of people cherry picked stuff from Chainmail and used it in D&D but that was not a TSR supported thing. The things you mention in reference to a HERO, I have seen all of those variations house ruled in as posted various places by a lot of different people.
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Post by Hexenritter Verlag on Jul 2, 2018 20:18:41 GMT -5
ripx187 take the following: I think this is why Delving Deeper & Full mail Plate Mail gets their multiple attacks from. So a level 4 Fighting-Man has 4 attacks against normal men types (1HD or below), while a super hero (level 8 Fighting-man gets 8 attacks vs normal man types). I guess it depends on how you desire to run your combats.
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Post by ripx187 on Jul 2, 2018 20:40:17 GMT -5
Thanks fellas!
I'm on my cell right now, but I think that both of you are on the right path. I'm just fussing, and it doesn't help that I'm fighting the system. I can't say if this is my own over thought out dogma or not.
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Post by Admin Pete on Jul 2, 2018 23:09:14 GMT -5
Interesting thread, and yes you can mix anything into your D&D that you want. Don't worry about other stuff, just try it and see if 1. does it work and 2. is it fun?
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Post by Deleted on Jul 3, 2018 0:12:56 GMT -5
CHAINMAIL was never used. Dave Acheson used the fantasy combat matrix a few times but changed it almost immediately. Per Rob Kuntz on this very forum Gary put CHAINMAIL into D&D to sell more copies.
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Post by Admin Pete on Jul 3, 2018 6:56:21 GMT -5
CHAINMAIL was never used. Dave Acheson used the fantasy combat matrix a few times but changed it almost immediately. Per Rob Kuntz on this very forum Gary put CHAINMAIL into D&D to sell more copies. It looks like True Black Raven , beat you to it. I've never really used Chainmail much and the "Alternative Combat System" was what was being used well before the publication of OD&D as I understand it. Chainmail was listed to entice wargamers into buying OD&D since the market outside of wargamers was not yet part of the thought process.TSR never supported using Chainmail aside from the mention in Men & Magic and as I said that was a bridge tie-in for wargamers more than anything else. Well and to sell copies of Chainmail. But it went away quickly because none of the original guys including Gygax used it with D&D. Now a lot of people cherry picked stuff from Chainmail and used it in D&D but that was not a TSR supported thing. The things you mention in reference to a HERO, I have seen all of those variations house ruled in as posted various places by a lot of different people. Right now a poster is looking at what if you did you use Chainmail how would you do that. He is asking what if. I don't have access but maybe some one who does can link to stuff for him where other people have done that.
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Post by ripx187 on Jul 3, 2018 9:35:55 GMT -5
I ordered a copy of one of Dave Featherstone's books (I hope it's the right one). Can't wait to compair the two. It will be nice to have a hard copy of some Ancient Warfare rules. All of mine are digital, which I don't use at the table.
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Post by Admin Pete on Jul 3, 2018 10:52:41 GMT -5
CHAINMAIL was never used. Dave Acheson used the fantasy combat matrix a few times but changed it almost immediately. Per Rob Kuntz on this very forum Gary put CHAINMAIL into D&D to sell more copies. Hey @gronanofsimmerya, I just noticed you added your avatar! Cool!
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Post by Deleted on Jul 3, 2018 13:23:02 GMT -5
There are a few systems that do this but Delving Deeper by Simon Bull is the only one that comes to mind ATM.
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Post by Hexenritter Verlag on Jul 3, 2018 16:40:27 GMT -5
There are a few systems that do this but Delving Deeper by Simon Bull is the only one that comes to mind ATM. Yup, Delving Deeper, Fullmail Platemail & The Big Brown Book does this.
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Post by Deleted on Jul 3, 2018 19:10:41 GMT -5
Thank you! I appreciate the reminder.
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Post by ripx187 on Jul 3, 2018 19:16:07 GMT -5
You know what? Back when I played AD&D I was always trying to figure out how to make the axe special, specifically with Dwarf characters. The ability to divide up HD damage would've been a cool Natural 20 ability.
For OD&D I can always just describe this happening. A mighty fighter carving up low-level mooks cause they are just so over-classed. They wouldn't get XP from it, but it would be something that they'll remember and would make a scene seem more epic than it really was.
We do incorporate the miniature game during complex skirmishes on a 1:1 level. We rarely do it, but it is fun as long as it isn't an every game thing. Our current miniature ruleset is the one detailed in the 2nd Edition AD&D Player's Options: Combat & Tactics handbook. I also secretly use the BATTLE SYSTEM for attacks by the PCs but roll for damage when I hit Player Characters. It sped the game up and they had no idea that I was ignoring their damage rolls and just deducting HD, 2 HD for fighters, 1 for the other classes. CHAINMAIL seems faster, but I think that I'll just keep the single die attack and reduce the CHAINMAIL HD to hit monsters and see what happens.
When I get bored of combat I also switch to HD damage over hp. I really despise tracking hit points so this is something that I can see myself using a lot.
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Post by ripx187 on Jul 3, 2018 19:25:34 GMT -5
There are a few systems that do this but Delving Deeper by Simon Bull is the only one that comes to mind ATM. Yup, Delving Deeper, Fullmail Platemail & The Big Brown Book does this. I am a cheap guy with no gaming budget, but Delving Deeper does seem to be a recurring theme on this board. Sounds like I'll have to pick a copy up, huh? My Birthday is next month . . . hmmm.
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Post by Hexenritter Verlag on Jul 3, 2018 19:33:51 GMT -5
Yup, Delving Deeper, Fullmail Platemail & The Big Brown Book does this. I am a cheap guy with no gaming budget, but Delving Deeper does seem to be a recurring theme on this board. Sounds like I'll have to pick a copy up, huh? My Birthday is next month . . . hmmm. Delving Deeper is free in PDF and cheap in print at Lulu. I am hoping to get both it & Fullmetal Platemetal via there in print with a birthday prepaid visa gift card.
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Post by ripx187 on Jul 3, 2018 19:47:40 GMT -5
I am a cheap guy with no gaming budget, but Delving Deeper does seem to be a recurring theme on this board. Sounds like I'll have to pick a copy up, huh? My Birthday is next month . . . hmmm. Delving Deeper is free in PDF and cheap in print at Lulu. I am hoping to get both it & Fullmetal Platemetal via there in print with a birthday prepaid visa gift card. $5 is cheap. I honestly expected some over-produced $50 text book. I like being pleasantly surprised!
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Post by Hexenritter Verlag on Jul 4, 2018 0:20:29 GMT -5
Delving Deeper is free in PDF and cheap in print at Lulu. I am hoping to get both it & Full metal Plate Mail via there in print with a birthday prepaid visa gift card. $5 is cheap. I honestly expected some over-produced $50 text book. I like being pleasantly surprised! If it costed that much I'd just use OD&D, but both Delving Deeper & Full Metal Plate mail are both cheap. Here is the Lulu page for FMPM in case you are interested.
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Post by mormonyoyoman on Jul 4, 2018 9:10:29 GMT -5
Both DD & FMPM are cheap. Shipping and mangling ain't.
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Post by mao on Jul 4, 2018 9:38:53 GMT -5
It's not so much that fighters are too weak as it is they need more options than swing. One of the very few things that are good about 4th ED is the conceot of at will attacks. For example a fighter could have the following: Sure strike: does base weop. damage with no adds and thery are +2 to hit escalating attack,he gets +1 to hit every time he misses , up to+3. Power attack, -2 to hit, plus 2 on damage
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Post by captaincrumbcake on Jul 4, 2018 11:25:05 GMT -5
I may be incorrect, but, the way that I read Chainmail dmg at this point is that the fighter does X amount of HD damage and upon a successful hit they can divide up those HD damages between multiple targets, perhaps being able to clear all their defended area of low-level cannon fodder. Like I said, I could be wrong but I like the idea of it.
I have no measurable knowledge of how Chainmail works, but I believe only certain battlefield figures had multiple attacks: the Hero, Superhero, Lord, etc. And don't those only come into play if one is incorporating the Fantasy Supplement section, anyway? Or am I not remembering what little I know?
Going back to the ALT Combat method, the fighter seems to get only one single attack per round, regardless of level, the only thing that seems to improve is his much greater chances of hitting the target and him having a lot more hit points than the other classes.
In my opinion it is in this component of the original rules game that the problem lies. I am of the camp that does believe the characters, especially the Fighting man, are weakened in comparison to their enemies (the monsters). The Attack Matrix for characters vs. monsters is glaringly clear of the superiority of the latter; when a (up to) 1 HD monster in combat vs a L3 Fighting Man has the same chance of success, something doesn't add up; when a 3 HD creature has a 10% better chance to attack than a L3 Fighting Man, it makes me wonder...why.
The total random nature of rolling dice flatly removes the surety that a Fighting Man will always have more hit points than the other classes; especially when rolling 1 die at a time, it is not a remote chance but expected result that a L6 Fighting Man could have less hit points than a L3 (2HD) magic-user. Bad rolls are as common as good ones. That is the nature of the mechanic being employed as the critical combat/life generating component of the game.
Does this balance out, or maybe a better term than balance, does this make more sense during play than it does on paper?
It's two different mechanics designed to accomplish different results. I'm not sure you can compare the play ability. But then, I'm just a noob when it comes to matters of deep thought. Best to let others bloviate on such matters.
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Post by ripx187 on Jul 4, 2018 16:32:45 GMT -5
It's not so much that fighters are too weak as it is they need more options than swing. One of the very few things that are good about 4th ED is the conceot of at will attacks. For example a fighter could have the following: Sure strike: does base weop. damage with no adds and thery are +2 to hit escalating attack,he gets +1 to hit every time he misses , up to+3. Power attack, -2 to hit, plus 2 on damage I know that I don't want to turn the game back into AD&D. The beauty of the ALT Combat system is that it is fast and easy. @gronanofsimmerya said something recently that I think was important, and I think that you just said something that relates to it.
A FIGHTER NEEDS MORE OPTIONS THAN JUST SWING.
Gronan stated something along the lines of needing to use Tactics. If you are just going to sit there and roll dice, the fighter will just stand there and swing his sword; but if the player comes up with an idea, or a plan this adds more options which actually might improve the system.
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Post by ripx187 on Jul 4, 2018 16:42:32 GMT -5
I may be incorrect, but, the way that I read Chainmail dmg at this point is that the fighter does X amount of HD damage and upon a successful hit they can divide up those HD damages between multiple targets, perhaps being able to clear all their defended area of low-level cannon fodder. Like I said, I could be wrong but I like the idea of it.
I have no measurable knowledge of how Chainmail works, but I believe only certain battlefield figures had multiple attacks: the Hero, Superhero, Lord, etc. And don't those only come into play if one is incorporating the Fantasy Supplement section, anyway? Or am I not remembering what little I know? Going back to the ALT Combat method, the fighter seems to get only one single attack per round, regardless of level, the only thing that seems to improve is his much greater chances of hitting the target and him having a lot more hit points than the other classes.
In my opinion it is in this component of the original rules game that the problem lies. I am of the camp that does believe the characters, especially the Fighting man, are weakened in comparison to their enemies (the monsters). The Attack Matrix for characters vs. monsters is glaringly clear of the superiority of the latter; when a (up to) 1 HD monster in combat vs a L3 Fighting Man has the same chance of success, something doesn't add up; when a 3 HD creature has a 10% better chance to attack than a L3 Fighting Man, it makes me wonder...why. The total random nature of rolling dice flatly removes the surety that a Fighting Man will always have more hit points than the other classes; especially when rolling 1 die at a time, it is not a remote chance but expected result that a L6 Fighting Man could have less hit points than a L3 (2HD) magic-user. Bad rolls are as common as good ones. That is the nature of the mechanic being employed as the critical combat/life generating component of the game. Does this balance out, or maybe a better term than balance, does this make more sense during play than it does on paper?
It's two different mechanics designed to accomplish different results. I'm not sure you can compare the play ability. But then, I'm just a noob when it comes to matters of deep thought. Best to let others bloviate on such matters. If I choose to play in that mode, we would be using the fantasy rules. The characters become those special pieces. I doubt, however, that I will. If Gygax, who wrote the rules, didn't use the system, than it probably isn't advisable for me to use it. I do need to find a decent Morale Chart which I'll decide upon once I get that Featherstone book. I may end up having to design my own.
Kudo's, and an Exalt on your critical observation of the Monster/Men charts. I hadn't even noticed! I wonder why that is? Is it to make up for the fact that the monsters don't have stats?
I'll have to get back to this line of thought, but today is a holiday. HAPPY INDEPENDENCE DAY EVERYONE!
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Post by Hexenritter Verlag on Jul 4, 2018 17:06:15 GMT -5
Happy Independence Day!
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Post by simrion on Jul 5, 2018 7:54:27 GMT -5
In the rules-as-written, LBBs, the Fighting Man is the only character that can use all magical weapons. A big advantage here is Magical Swords in that the Fighting Man is the ONLY class of the base three that can use Swords, magical or otherwise. Depending upon your reading of the Magic Sword description you could surmise all magical swords are intelligent to some degree and likely to possess one or more "special powers." These special powers can add significantly valuable and advantageous abilities to the "simple" Fighting Man. Advantages normally only available to the other two magic using classes and even some later taken up by add on classes such as the Thief (think Find Traps.) In this light the Fighting Man is not weak at all. Some of the Extraordinary Abilities are pretty potent in and of themselves:
Teleportation Flying Healing 1-4 Times Normal Strength
Just to name a few. Add in the options available in Supplement One (Greyhawk) and the Fighting Man's prospects improve even more, IMNSHO :-)
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Post by Deleted on Jul 5, 2018 10:55:21 GMT -5
I disagree in the strongest possible terms that fighters do not have more options in OD&D and that all they can do is "just swing." Learn about tactics, such as flanking, the correct use of light versus heavy troops, placement of missile troops, et al. If you're using a fighter by the "stomp forward, stand there, and roll dice" method, the problem is not the lack of rules for the fighter. It's not about "my character is studly." It's "our team is functioning well to accomplish our objective."
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