OD&D Play-test is over. System stuff
Sept 17, 2018 18:19:37 GMT -5
mao and Hexenritter Verlag like this
Post by ripx187 on Sept 17, 2018 18:19:37 GMT -5
I don’t know how well the players or myself are taking to the old-school dungeon-based adventures. We had a blast the first game, but the second just seemed so slow and there wasn’t anything that I could really do about it. I think that when it comes to adult games played by people who are sacrificing things to play the game, the DM kind of owes it to the players to have their ducks in a row. I’m not talking about railroading, but I think that there should be some foundations there to work with. The one person who knows what is going on is myself. I do want to play the game with the players, but I don’t like abandoning the script entirely. There for, some degree of personal design and story elements really need to be in my game. It is what the players expect from me and why they play MY game vs. other DMs.
Now that I’ve experienced OD&D I have gained an appreciation for AD&D and what it is. Was it just to codify a system and remove personal expression? I don’t think so. Not anymore. I think that it makes the game faster and more interesting. Now, I’m not going to jump right into 2e again, but I did notice that during play I abandoned the little pamphlet for monsters and picked up the 1e Monster Manual and discovered that this was the same system, hardly anything had changed.
I moved to OD&D because of the slimmer spell list, and I am definitely going to keep that. Spells as treasure and leaving room for players to invent custom spells is what the game is about to me! I also prefer how the Wizard system progression works over the d4 hp per level. The system balances itself out better without overly handicapping the class. The concept is brilliant and I have no idea why they changed it.
I tried player controlled XP for gold only, and it just doesn’t work at the table. My players get upset when they find something that can’t be divided up among them, they enjoy the team aspects and do not want to compete with each other at all, which is fine. I’m not going to make them do something that isn’t fun for them, so I think that I’ll return to my old XP system.
Combat, for years we used THAC0 and this was the first time we didn’t. I think that we prefer the combat matrix table, however I don’t really care for OD&D’s as the matrix isn’t complete so I think that I’ll just use 1e AD&D.
Creatures, I am going to return to a base of 1d8 per HD when I have to, but typically I don’t roll hp for monsters unless it is just a couple of them. Also, when it comes to monsters, as crazy as this sounds I actually enjoy that crazy over complicated XP system presented in OD&D. It is wonky, but I think that it is more accurate; if that makes sense? It will require a bit more from me, but I just love that system so much . . . at least on paper.
I think that I have a better understanding of just how worthwhile AD&D is, and there are a few tables and systems in 2e that I just love too much to not use, but they don’t really change anything, I just like to use them because they are fun.
Prior to actually play-testing OD&D I started working with open systems, and I’ve always picked and chose what rules to apply to the game from AD&D at any specific moment that works at that time. I don’t always consult the official rules so over all I don’t think that the players will notice too much that we’ve changed systems. The major point that I want to keep is that the players aren’t turning to their character sheets for answers, and that they are fully interacting with the setting.
Now that I’ve experienced OD&D I have gained an appreciation for AD&D and what it is. Was it just to codify a system and remove personal expression? I don’t think so. Not anymore. I think that it makes the game faster and more interesting. Now, I’m not going to jump right into 2e again, but I did notice that during play I abandoned the little pamphlet for monsters and picked up the 1e Monster Manual and discovered that this was the same system, hardly anything had changed.
I moved to OD&D because of the slimmer spell list, and I am definitely going to keep that. Spells as treasure and leaving room for players to invent custom spells is what the game is about to me! I also prefer how the Wizard system progression works over the d4 hp per level. The system balances itself out better without overly handicapping the class. The concept is brilliant and I have no idea why they changed it.
I tried player controlled XP for gold only, and it just doesn’t work at the table. My players get upset when they find something that can’t be divided up among them, they enjoy the team aspects and do not want to compete with each other at all, which is fine. I’m not going to make them do something that isn’t fun for them, so I think that I’ll return to my old XP system.
Combat, for years we used THAC0 and this was the first time we didn’t. I think that we prefer the combat matrix table, however I don’t really care for OD&D’s as the matrix isn’t complete so I think that I’ll just use 1e AD&D.
Creatures, I am going to return to a base of 1d8 per HD when I have to, but typically I don’t roll hp for monsters unless it is just a couple of them. Also, when it comes to monsters, as crazy as this sounds I actually enjoy that crazy over complicated XP system presented in OD&D. It is wonky, but I think that it is more accurate; if that makes sense? It will require a bit more from me, but I just love that system so much . . . at least on paper.
I think that I have a better understanding of just how worthwhile AD&D is, and there are a few tables and systems in 2e that I just love too much to not use, but they don’t really change anything, I just like to use them because they are fun.
Prior to actually play-testing OD&D I started working with open systems, and I’ve always picked and chose what rules to apply to the game from AD&D at any specific moment that works at that time. I don’t always consult the official rules so over all I don’t think that the players will notice too much that we’ve changed systems. The major point that I want to keep is that the players aren’t turning to their character sheets for answers, and that they are fully interacting with the setting.