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Role-Playing Games |
What's Wrong With AD&D?
(AD&D is a registered trademark of TSR/Wizards of the Coast, and no
challenge to their trademark is intended - indeed, who'd WANT it?)
This is a listing of the illogical rules, inconsistent
setting flaws, and other reasons to not play AD&D.
This page ONLY covers AD&D 1st and 2nd Editions, and
Hackmaster to some extent. I don't want to waste the money and time on
doing a similar page for D+D3. If you want to, that's fine, and I'll be happy
to link to it.
If you'd like to try some alternative games that are free, see
the free games section.
I used to ask about complaints, but I don't care what you think
anymore. I've received hundreds of messages about this page, mostly 20-page
diatribes in ALL UPPERCASE with incomprehensible grammar and spelling errors,
written with all the good grace of a religious believer whose fucked-up cult
has been criticized in public for the first time. Your complaints have already
been laughed at and dismissed with the Top 10
Excuses list.
If you'd like to contribute to it in a positive manner,
send me email.
By Mark Damon Hughes, 98Nov18
So why do we do this? Why do we tell AD&D players
about better games when they have a little fun playing their game? No,
it's not because we're assholes [0], nor because
we hate TSR (I, for one, have bought a *LOT* of TSR modules and sourcebooks,
and will continue to do so). We do it because we don't like seeing other
people use substandard systems, when better ones are available and often
cost less or are even free. We do it because we'd like to
have sourcebooks that describe things better than AD&D's system permits.
We do it because we've seen the alternatives, and found that the alternatives
are more fun. If AD&D was replaced with a modern game system tomorrow,
we'd stop bitching about it. Until then, we stand up and try to make people's
lives a little bit better.
By Dr. Erin D. Smale, 2002Aug02
1. Why are multi-classed demi-human magic-users permitted to wear metal
armour but human magic-users are not? Obviously for game balance, but
that's a flaw in the system and not something that could ever be
satisfactorily explained within the context of the game.
I've heard the excuse that metal interferes with magic. Fine. How does
one enchant armour or weapons? How is possible, then, for offensive
spells to damage targets "protected" by metal armour themselves? Why
can't a magic-user wear leather armour?
I've heard that wearing armour restricts the spell-caster's ability to
execute a spell's somatic components. Fine again--what about spells that
do not require somatic components? Nevermind that--why are elves more
adept at somatic components in armour than humans? Is it because they're
more dextrous (as evidenced by their DEX modifier)? No, it can't be
that, becuase non-elven multi-class magic-users who don't get a DEX
bonus can cast magic spells in armour, too.
I've heard that demi-humans are more adept at the magical arts, so they
have--as a race, mind you--somehow divined the secrets of overcoming the
esoteric "restrictions" imposed by wearing armour. <Sigh> This is
blatantly false, for if it were true, demi-human magic-users would be
able to rise to a level equal to or greater than their human
counterparts.
Which brings me to my second item:
2. Why are demi-humans restricted in level advancement? Again, the real
answer is game balance, but it doesn't make any sense in the campaign
world.
I don't have my books in front of me, but IIRC, most demi-human races
are longer-lived than humans. Would it not follow that they have more
time to hone their skills in their chosen career? As a race, is it not
reasonable to assume that they have a more advanced storehouse of
knowledge. If elves are as magical as tales (and the MM) say, why can't
they get beyond 10th-level in the magic-user career?
If the level cap is 20, and a human's normal lifespan is 120, we can
conservatively assume a maximum of one experience level per five years
(given that the PC begins his adventuring career at the late age of 20).
If a high elf's lifespan is 2000, and he is limited to 10th-level, then
advancement creeps to the preposterous ratio of one level every 167
years (assuming that the elf begins his career at the age of 333--the
same relative age as our human example).
Yet we "know" elves are better at magic, because they're allowed to cast
spells in armour. Right?
But maybe not, because:
3. Why can multi-class demi-human magic-users wear armour but
single-class demi-human magic-users can't? Game balance? I don't even
think so, because the rule actually favours the munchkin in that the
multi-class magic-user--with more class abilities--gets a better deal
than the single-class magic-user. And both with the same magic-user
level cap. This just doesn't make sense. Period.
And while we're on the subject:
4. How are other multi-class character abilities justified in contrast
to their single-class restrictions? For example, a multi-class
fighter/thief can perform thieving abilities in better-than-leather
armour. A multi-class cleric/fighter can use All weapons. What of the
cleric/fighter/magic-user "powerhouse"?
It can't be an issue of game balance because these multi-class
combinations actually overpower their single-classed counterparts in
terms of the game rules. In terms of a campaign's internal consistency,
there's no reason *not* to be multi-classed. Why?
Well, according to those who whine when I bring up this issue, game
balance *is* achieved by making multi-class characters divide their
earned experience by the number of classes possessed. Now, if memory
serves, a fighter needs 2,001 XP to advance from 1st- to 2nd-level; a
magic-user needs 2,501 for same. So, for a fighter/magic-user, the
character must acually earn 4,502 XP to reach 2nd level. Well, by that
time, the single-class fighter is only 3rd-level, and the single-class
magic-user is still 2nd-level. Game balance? How about lazy mechanics
instead?
And the progression just gets worse as levels increase. So my
fighter/magic-user is one fighting level below your single-class
fighter--I can cast spells. Can you? My AC is just as good as yours. My
weapon proficiency/specialisation is just as good as yours. My saving
throws are better. Because I'm a demi-human, I have ability score mods
and special racial abilities--does your single-class human have those?
No, it doesn't. And even if your PC is a single-classed demi-human of
the same race, I can still cast spells. In armour. Remember?
Among the numerous problems with the AD&D system, the multi-class rules
seem jarringly contrived. For what? Game balance? The above shows how
even game balance suffers. Heavy-handed rules that exacerbate the
"problems" they were designed to correct.
And that should be the slogan on every AD&D product rulebook.
By Mark Damon Hughes, 2002May28
The psycho emailed me again (but
hypocritically demanded "DO NOT mail back to me, if you do I will delete the
message," - so I'll mock the psycho in public instead) with a bunch of his
usual hate-filled, defensive, incoherent, badly-spelled gibberish, which ended
thus (his 3rd-grade spelling and misuse of "your" gave me a good laugh):
With that said, I leave you to continue wasting time out of
your day on = a wab page with a hits list in the double didgits. If you stopped
and = took a good look around you would discover that noone realy cares what =
you have to say, and if they do it's because your wrong.
Normally, I'd just delete it - it was HTML mail, so it got
routed directly to my spam folder, but I found it when I was cleaning that out.
However, it's interesting that he mentions my hits, because I was just checking
my web usage for the month so far. Two things to note first: 1) the "users"
stat is fairly bogus - it counts unique IP addresses, which means many dialups
like AOL are counted just once - my guesstimate is 20000 real users, averaging
2 pages per visit. And 2) no, the totals below do not include hits from my IP
address, even if I *was* insane enough to hit refresh that often, which I'm
not.
May/2002: 15913 users made 50242 visits and received 50241 files.
3909 /~kamikaze/Hephaestus/hephaestus.zip
3012 /~kamikaze/rpg.html
2874 /~kamikaze/Hephaestus/
1977 /~kamikaze/science.html
1184 /~kamikaze/Hephaestus/index.html
944 /~kamikaze/
923 /~kamikaze/quotes.html
891 /~kamikaze/bill_nye.html
888 /~kamikaze/real_genius.html
832 /~kamikaze/Delver/
686 /~kamikaze/sanrio/
653 /~kamikaze/documents/wrong_adnd.html
[remainder elided]
This is the 12th most popular page I have. But frankly, I'm
disappointed - it should be even MORE widespread! I want this page on
banner ads! On bus sides! Shouted from soapboxes in the park! Get to it,
people! Not that popularity would make it better, but I want even more people
to read it and maybe even contribute.
(links to contrary pages that aren't just "You're Mean!" messages)
- Fixing AD&D
by "My paranoia prevents me from giving you my real name", added 2002May20
(or, Why I Hate All You Hairless Monkeys)
By Mark Damon Hughes, 2002Jan09
On a regular basis for the last 3+ years since I started this
page, I have received various complaints of "You're mean!", rants, death
threats, and other kinds of nastiness from D+D fans. Not a one of them has
proven wrong, explained, or fixed any of the problems on this page, they're all
filled with excuses and venom. (As if I don't get enough of that in my sex life.)
This page has two purposes. One is explained in the Manifesto. The other is that I got tired of reposting
the same arguments - I wanted new arguments. For that, I had to have
someplace to record what has gone before, so I can just say "Go here. Now that
you've read that, ..."
But no, the D+D fans don't see it that way. I'm apparently a
threat to their way of life, sapping and impurifying their
precious bodily fluids by having this web page. I'm not talking here about
the more-or-less normal ones who just play it (either because that's all they
want or because they don't know about better games); unfortunately, they don't
send me email. I'm talking about the hardcore religious zealots.
What amazes me is the number of D+D freaks who exist, and are
amazed and astounded that anyone would not be exactly like them, and
especially that we'd dare to express ourselves in public. It's like they're
1950s American middle-class white christians suddenly transported to the modern
world, surrounded by atheists, pagans, cultists, and members of every religion
in the world; people of every race miscegenating; gays, lesbians,
transvestites, and drug users out in the open; confronted with genetic
engineering, quantum physics, and cryptography. Their eyes glaze over, their
brains seize up, and they start foaming at the mouth like revivals in Warren Ellis's Transmetropolitan - they can't
handle the fact that there might be more to the world than their trivial little
game.
As for threats, or praise for how amazingly brave and/or
insanely suicidal I am, what of it? Do you think there are going to be gangs
of sickly, undernourished/overnourished, greasy D+D players coming by to pelt
me with dice for it? Fuck that. The day I knuckle under, join the
herdthinkers, and refuse to speak my mind on a subject, I'll go into politics.
Not to mention, you know, that my nickname is Kamikaze for a reason. If I can
take my enemy out with me, I will do so.
I am almost universally lambasted by them for not instantly
converting to their position, but they never budge one smegging inch, never
acknowledge a single point on the page with "Oh, that's a good point". That's
standard operating procedure for kooks. With a different background, they'd be
writing books on how the Templars come from the lost continent of Atlantis.
One psycho has even put up a web page of an
email argument I had with him (I was bored and he seemed sane at first, okay?).
No logical argument, just ad hominem attacks. <sigh> In the immortal
words of Spider Jerusalem, "If
you loved me, you'd all kill yourselves today."
Every single one of them repeats #2 and #3 from Top 10 Excuses by saying "But D+D is the most
popular game! Everyone I know loves it! What's wrong with you?". One more
time for the hard of thinking:
Popularity does not equal quality.
Popularity is based on marketing.
Successful marketing does not make something good.
Another stock response is that I have no idea what I'm talking
about. Bollocks. I've read D+D, played it for years. Studied it and done
mathematical analysis. And it's nonsense. It's an accumulation of random
rules thrown together, full of sound and fury, signifying nothing.
And the final one repeated over and over is that it's a
role-playing game (I guess the implication is that the rules and what's
in the books therefore doesn't matter, but I can't be sure, as none of them
ever explain what their point is).
D+D, all editions, are all about combat. That's what you get
99% of your experience for. That's what all the classes are about. That's
what all the monsters (the name itself is a dead giveaway) are for - they even
stripped out the ecology and cultural notes on the monsters in D+D3, and put in
more damned combat notes. There's almost nothing in any edition of D+D that's
about anything but combat. Worst of all, there are no personality or
background systems - new characters are these formless blobs who crawl out of
chargen with 6 stats, a race, class, and alignment.
D+D is just an upgraded version of Chainmail, AD&D was a
further upgraded version, and D+D3 is pure hack-and-slash, and nothing but.
But if you don't want to try better systems, if you're happy
just doing hack-and-slash, well, fine. But stop mailing me these 500-line
messages saying "You're mean!", or I'll shoot you with a bowel disrupter
set to "Prolapse" and then sell your little brother to Dahmer's Restaurant.
By Björn Paulsen, 2000Jul31
Q: Despite these superficial faults (that can be rectified by
adding to the engine, btw), there isn't really anything wrong with the basics,
is there?
A: Yes there is. AD&D is battle-oriented. It revolves
around combat, melee, the casting of fireballs and the killing of orcs who are
Chaotic Nasty beings. Players starting the game with a group of Level 1 monks
(without weapons) who all specialize in diplomacy will soon find out that there
really is no way to improve their skills. Quite simply you *have* to kill other
creatures to learn anything at all.
Q: Why is this a bad thing?
A: Because it doesn't reflect reality OR heroic fantasy. One
doesn't become a hero by slaughtering hundreds of opponents. A hero is someone
who puts himself between the innocent and danger, without intentions of profit.
Take a weapons' school, for example. Train under a weapons master in most
systems and you get better at swordplay. The same situation in AD&D will
either give you nothing at all, or it will cause all of your abilities to
improve. Quite simply, it is a silly system that should best be buried.
By Kevin Mowery, 2000Apr30
Since hit points represent not only the ability to sustain
physical damage but also the ability to avoid damage, luck, and the grace of
the gods, the Constitution bonus table provides a problem. Fighters get better
bonuses to hit points for their constitution than any other class, in addition
to an already higher hit die. A fighter with an 18 Con is lucker and more
agile than a thief with 18 Con, and has better divine favor than a cleric with
18 Con.
The flip side to this is that a high Dex grants an Armor Class
bonus. All classes get the same bonus, so there is nothing to balance the
benefit fighters get over everyone else for a high Con. Also, since a "miss"
actually means that no hits landed that caused damage, not that the attacker
was beating the air for a full minute, a high Dex could (should?) be
interpreted as giving characters a better ability to shrug off damage!
The to-hit bonus for a high Strength only supports this idea:
the nimbleness and dexterity of a person doesn't affect their ability to handle
a sword. Only strength matters; the problem isn't being able to hit but being
able to hit hard enough to cause damage. The assumption, then, is that an
attacker always hits, just maybe not hard enough to cause damage.
By Mark Green, 2000Feb16
Believe it or not, this came from the rec.games.frp.dnd
newsgroup - quite sad that the best fodder against the game comes from its own
players.
What exactly does a saving throw represent? A magical failure?
Whim of the gods? In practice, it's hard to have it represent anything without
running into problems.
The rulebook explicitly states that a save against a fireball
results in the PC falling prone or somehow dodging to minimise damage. The
questions then immediately arise:
- Since at least some of their hit points represented their
potential for dodging also, what's the difference between dodging because of
your saving throw and dodging because of your hit points?
- Is there a modifier to saving throw based on the terrain
you're in, and how easy it'll be to find cover? Why should a wizard, normally
a weak class at combat and similar tactics, be able to do this better than
others? Can he decide "I'm going to act like I'm making a save against a
fireball" in order to dodge incoming arrows, flaming oil, or similar? Or does
he have to (cue *ridiculous* moment) fireball himself and hope to save in order
to gain this miraculous power to efficiently dodge?
- If you're lying prone ANYWAY, do you automatically save?
Some people responded that the wizard casting the fireball would aim at your
prone form and counter the effect, yet if that were the case, fireballs usually
have radius to spare - why don't all wizards target their fireballs to centre
on the floor? Does it then become impossible to save by falling prone?
And this only applies to a save against a fireball spell. Yet
that "Save vs. spell" category seems to encompass much more, including (for
example) mental willpower. Why should mental willpower and dodging ability be
measured on the same statistic?
By Mark Green, 2000Feb16
Many recent RP games base themselves very strongly on what the
characters can or cannot *do*, as opposed to AD&D, which bases it very
strongly on what the characters will or will not have happen to them (saves =
whether things will affect you; to-hit = whether you will be successful in
combat, etc.) The theory behind this is that the AD&D systems tell you
what the final consequence was, and you can then fill in the details however
you like to role-play your character, and that's the reason why the systems are
abstract.
So, in the fireball save, perhaps your character did dodge.
Perhaps they were just so rock-hard they stood there and took the fireball
without taking major damage. Perhaps they just stood there and seemed to be
less affected than others and who knows why.. wizards are mysterious that way.
Now, this could have quite a lot of potential. It almost touches
on the extremely neat rule in Feng Shui which states that you can do as many
fancy tricks and things as you like in pursuit of a consequence, and if there
was an easier (but duller) way you could have gotten it, the hard fancy way
will be no harder on the dice roll than the easy dull way.
The problem is that AD&D leaves too much open, and then has to
break its own rules of abstraction. See my other example about harmful-touch
creatures and abstract hit points, for example. You can't fill in the details
any more; the game has forced a circumstance on you which says you were
physically struck, in a way that later fails to make sense within the
abstraction.
The counting-coup example was another, where your ability to work
within the abstraction would have to be denied. The abstraction is far *too*
liberal to work.
Furthermore, it's the kind of abstraction in which you can only
fill in the details *AFTER* the final consequence is established. Suppose that
in the fireball example above, the wizard's player announces "Well, I stand
there; my ambient magical power may save me." Then the wizard had *failed* his
save. Fair enough, he was wrong.. but this is a wizard, who has devoted his
life to researching magic. Wouldn't a wizard in that situation want to learn
to improve his ambient power? Practice using it to shield himself? Or perhaps
learn if there's something special about this fireball that it failed this time
whereas others have succeeded (which OOC happened due to a lucky run on the
dice on previous fireballs)? In order to explain why your wizard wouldn't do
these things, none of which the system can deal with (because they were all
based on an explanation of an abstract result), you have to reach out and use
the OOC knowledge that it was only because he failed a save that it didn't work
and therefore he presumably just forgets it (recall that this is a person who
has devoted his life to attaining mastery of magic). Either that or wait until
AFTER the dice are rolled and THEN announce what the wizard would have tried to
do that failed.
This could well be a cause of the classic AD&D munchkinism
problem - the players feel that what their characters actually do doesn't make
a difference, because 90% of it tends to boil down to retroactively explaining
the results of dice rolls, so the only goal is to make the die rolls as easy to
make as possible. If it doesn't boil down to this, then the pre-roll
explanations have to be as generic as possible, because it'll be impossible to
make an explanation in advance that doesn't risk generating huge extra volumes
of nonsystem stuff or things that don't work inside the system (as with the
wizard above). Forcing people to make generic explanations is guaranteed 100%
to kill roleplaying stone dead.
By Mark Green, 2000Jan29
Although it is accepted that some of the hit points represent
dodging or luck, a character is required to save against the effect of
poison or suffer level draining whenever a monster with poison or drain
capability lowers the character's hit points!
Why is this the case? Both injecting poison and administering
a draining touch require physical contact; how does the system know that the
hit points deducted weren't ones representing dodging?
It becomes even more comic when you consider the implications.
A warrior against one of these creatures would be explicitly trying to dodge,
and (presumably) would therefore want to ensure that hit points expended would
be dodging ones rather than physical ones. However, since the touches
evidently do work, all hit points are physical ones, meaning the ones left
afterwards must be mostly dodging ones: witness the fighter who walks over to
the creature with a dangerous touch, lets it beat on him, defeats it, and then
(battered and bruised from all the physical damage) continues to dodge at
maximum potential versus the next safe creature..
By Mark Green, 2000Jan29
One thing about AD&D is that it tends to be very limited in
allowing for character backgrounds that make any sort of sense whatsoever.
Wizards are especially bad for this. We are supposedly asked to assume that
wizards are admitted to teaching colleges, where they spend years being
introduced to the rudiments of magic.. and then, having mastered a 1st level
spell, are thrown out and told to learn magic by.. uhh.. hanging around a lot
with people who are killing things, and obtaining scrolls by theft or grave
robbery.
So who are the instructors at this college? Other 1st level
mages? Or do all these mages get taught at college, leave, go adventuring for
years until they're high level, and then immediately come BACK to the college
to be a teacher - with the restriction that they won't teach any higher than
1st level!?
By Mark Green, 2000Jan29
Evil characters tend to be high-level. The high-level evil
wizard is a favourite villain for AD&D.
Which begs the question: how did he/she *get* to be high-level?
By fighting monsters and recovering treasure? That would imply they were
*good* at some point, and only turned evil later on. By killing innocent
people? Nope, you get no experience for that. By studying and plotting?
Nope, no points for that either. By doing evil deeds and defeating those who
came to punish them for doing so? Try even so much as robbing a shop and a
20th+ level fighter will be after you from nowhere - are you telling me that
the evil character actually *defeated* one while he was 1st level?
By Mark Green, 2000Jan29
In at least one game I played, it was ruled that you recieved
experience points equal to the GP value of any treasure you obtained - but that
the GP value was only established when you sold the item (since, after all, the
value is nothing more than what you got on the market). This meant that a more
charismatic seller would lead to a higher value - and therefore meant you
learnt more in the process of acquiring the treasure.
This lead to the plot to conspire with a merchant: obtain a
pebble from a dungeon, have the merchant buy it for 10 Million gold (it is now
*obviously* treasure, since it was found in a dungeon and was worth 10 Million
gold), and then buy it back from the merchant for the same 10 Million. Neither
person loses any money, but both of you have sold treasure for 10M, meaning
that you both gain 10M experience points - you're now a considerably better
warrior or mage, and the merchant.. well, he's a level 11+ merchant, which can
presumably mean he'll get better deals from his suppliers..
By Mark Damon Hughes, 99Oct04
In response to my mention that I like and play Palladium
Fantasy 2nd Ed, "Steve" (no email address given) asks: "Mark, why are you
being so hard on the AD&D rule system when Palladium Fantasy is all so
similiar."
The differences between AD&D and Palladium are vast. The
similarities are all superficial.
"Hitpoints in AD&D~SDC in palladium" Palladium's
"hit points" actually represent physical damage to the character, and when you
take HP damage you roll to see what the actual effect of the damage is. SDC
represents the "flesh wounds" of highly heroic genres, without doing the
abstract "luck/grace of the gods/fighting ability/etc." that AD&D's HP do.
AD&D HP are completely useless for determining the actual effect of a
wound. Palladium also has critical hits, after-effects of damage, and
being knocked into a coma is life-threatening even if you recover.
Palladium has skills, and has had for 20 years, in which you
continue to improve your old skills throughout your life and slowly learn new
ones. AD&D has a badly-tacked-on "non-weapon" proficiency system, ~10
years old, that depends far too much on the stat, and makes skill improvement a
waste of NWP slots (+5% to one skill every 3-4 levels is just ridiculous).
Palladium does have "occupational character classes" (OCCs),
but they don't restrict skills greatly, and it's trivial to change OCCs in
mid-game if you want to change your professional focus. Go ahead, try teaching
your AD&D Fighter character how to move silently (guess they never heard of
human special forces in AD&D-land).
Yes, "Both systems use a roll to hit and a roll to
damage"... But so does almost every game in the world. EVERY GAME IS
AD&D by your definition. Palladium also uses opposed strike/parry/dodge
rolls, so the defender has some say in his own life, and more accurately
simulating real combat.
"AD&D has random character generation as opposed to a
point system and so does Palladium." Yep. But so do many other games -
Basic Role-Play (Call of Cthulhu, Runequest, etc.) is the most common one. And
Palladium is a lot more like BRP than AD&D - both Palladium and BRP have
3d6-based stats that can go much higher, both have percentile skills, most
strains of BRP have equivalents to the OCC, with starting packages of skills,
and both use hit points.
Palladium also has levels and experience (shared by, for
instance, Rolemaster), but it doesn't reward combat in a never-ending point
escalation; instead, you get minimal rewards for defeating enemies, equal
awards for AVOIDING VIOLENCE, and relatively huge awards for good ideas and
role-playing. Even if you never plan to play it, go read the Palladium
experience section. I can't justify levels for anyone if they don't like
levels. I find that levels prevent characters from loading up on just one
skill, which is a common munchkin approach in XP-distribution systems, but even
if you don't like levels, they DO appear in other games, and are a valid
solution to a real problem.
Palladium also covers multiple genres, and does them accurately
to the literature. AD&D does one genre (fantasy), and it looks NOTHING
like any non-AD&D fantasy literature (except for the magic system stolen
from Jack Vance's worst books), only its own perverse bastard universe.
Note that the above comments have little or nothing to do with
Rifts. Instead, I'm talking about Palladium's fantasy RPG and their other RPG
lines, which are at worst partially compatible with Rifts (with a lot of
effort), and at best completely incompatible due to the differing power levels
and mechanics. All of Palladium's other lines are much lower-powered than
Rifts and take mature approaches to their setting. Also, all of Palladium's
lines, including Rifts, are tuned at least somewhat for each game's genre.
- Rifts is an introductory game for adolescent male powergamers, with
all that implies; it has a combat-happy genre, Mega-Damage, Dragon and Demi-God
PCs, and bigger guns and more powerful alien races (and little else) in each of
the several dozen supplements it has now. I hear reports of people playing it
in a moderate and mature manner, but I have trouble picturing it.
- Palladium Fantasy 2nd Ed. is mid-power heroic fantasy, around the
level of power in Fritz Leiber's novels or most of the fantasy novels on the
market, and it does that level of fantasy quite well. PF 1st Ed. was much
lower-powered and grittier, but that really didn't accurately represent a large
segment of the fantasy market. PF also has around 12 large, detailed, and
serious world books currently.
- Nightbane is a high-powered but well-balanced horror game about
playing something very much like Clive Barker's Nightbreed; "monsters"
who are trying to defend themselves from a world of hostile humans, and at the
same time protect that world from invading forces that are even more
terrifying.
- Teenage Mutant Ninja Turtles is based on the original graphic
novels, not the kiddie TV show, and can range from cinematic martial-arts
action to very serious philosophical material. With the After the Bomb
supplements, it also becomes a non-magical post-holocaust game with a heavy
emphasis on the subjects of racism and slavery. Much of the AtB material was
absorbed into Rifts, but the originals are superior.
- Heroes Unlimited 2nd Ed. is a low-powered superhero system (as in
Watchmen or early X-Men/New Mutants), and it makes a good
base for a wide number of modern games.
- Ninjas & Superspies (and the Mystic China supplement)
are modern-day martial arts, underworld, Chinese magic, and espionage games, in
the tradition of James Bond and Hong Kong cinema.
- Beyond the Supernatural is a modern-day horror/ghostbuster game,
including options from psychic investigators at the medium-power level down to
"victim" characters in B-movie horror settings.
- Systems Failure is a campy action-adventure spoof of survivalists,
millenialism, and the Y2K hysteria. Even if you never play it, it's
side-splittingly funny.
I'll stop shilling for Palladium Books now, as they are perhaps
an acquired taste, and the Rifts fans generally are as obnoxious and retarded
as they first appear (I'm on the Palladium Mailing List - I know what I speak
of here), but don't judge everything by the Rifts crapola.
By Mark Damon Hughes, 99Mar06
Chris Seamans wrote in message <7basui$joq@netaxs.com>...
>The guidelines are there. It took me a few seconds after I dragged the DMs
>Guide out. ....
>Quick reasoning would say that the chance for anybody to perform a thief
>skill is equal to the base score listed on PHB table 26.
Ah, so now here's YET ANOTHER house-rule mechanism someone
derived from the AD&D lack-of-mechanics. This is why task systems are
defined in good games - so there's a standard resolution. AD&D doesn't
have one, and doesn't use the closest thing to one it has (attribute rolls)...
Another gamer says he'd use a Wisdom check on the defender's
part (giving on average a 50% chance of success for non-thieves, which will
often be significantly better than a Thief's own special ability), while you
say they get the thief base chance (before adding points), which is, what,
10-20%?
Compare for a moment to Rolemaster (a system 10 years older
than AD&D2). Assume that only Thieves and Rangers are allowed to (nay,
REQUIRED to) take the actual Stalk & Hide skill, just like AD&D.
Everyone else could STILL make an AG/SD roll at -25 for default skill use...
Meanwhile, over in the REAL Rolemaster where anyone can learn
S&H at varying costs in development points, some people will pass on it and
have to make AG/SD rolls at -25, while others will learn it and have the same
odds as a Thief, if they have the same stats and number of ranks.
Even if you cripple a real game system with rigid classes, you
can't produce a bogosity as nasty as AD&D!
Or consider a fairer challenge: Palladium Fantasy, also 10
years older than AD&D2... Those who don't take Prowl have no chance of
moving quietly. But I don't know of any OCC that forbids you to have Prowl,
and even if one did, it's trivial to switch class over to Thief or Mercenary
Fighter for a few levels (it only costs 2 levels of experience to learn a Man
of Arms OCC - you can do that training in 4-8 sessions) and then switch back.
So even against a fairly primitive system, which predates
AD&D2 by a decade, during which time the entire rest of the industry has
moved forward, AD&D can't even compete.
Even SYNNIBARR permits
all characters to learn stealth skills (and a few hundred other skills listed
in 6-point font). Actually, I think it's on the standard skills list learned
by all graduates of the Adventurer's Guild (along with basket-weaving). (No,
I'm not joking about any of that. But even Synnibarr is better...)
Ah, AD&D. Astounding. Simply astounding... That anyone
would still be playing it.
Adam Benedict Canning, 99Mar06
If I've got the DMG custom character class rules right the
following is legal:
| Class: | Nanomunckin
|
|---|
| Race: | Must be human
|
|---|
| Thaco Table: | Rogue
|
|---|
| Saving throw table: | Fighter
|
|---|
| Hit Dice: | d8
|
|---|
| Armour Allowed: | All
|
|---|
| Weapons: | Slashing Only
|
|---|
| Post level 9 HP +: | 1
|
|---|
| Abilities: |
- Hide in Shadows
- Move Silently
- Use Magic Items
- Backstab
- Hear Noise delayed to later level
- Read Languages delayed to later level
- 4 initial proficiency slots
|
|---|
| Alignment: | Must be Lawful Good
|
|---|
| Limitations: |
- Cannot keep more than can carry
- Cannot associate with Chaotic Evil Characters
- Cannot associate with psioniscists
|
|---|
Experience cost per level: 0
If you add find remove traps or remove cannot associate with
psionicists XP table is
| Level | Experience Required
|
|---|
| 2 | 200
|
|---|
| 3 | 400
|
|---|
| 4 | 800
|
|---|
| 5 | 2,000
|
|---|
| 6 | 4,000
|
|---|
| 7 | 8,000
|
|---|
| 8 | 15,000
|
|---|
| 9 | 28,000
|
|---|
| 10+ | 30,000/additional level
|
|---|
Walker, Blake (CAP, CFS), 99Feb16
If HP represents luck, dodging, favor of the gods, actual toughness, damage
resistance, etc., then why can all this be cured with a few simple Cure
Light Wounds spells? Is the "favor of the gods" so easily bestowed by first
level clerics? Can an uninjured gambler receive a few Cure Light Wounds
before entering the casino to better his odds? If Cure Light Wounds really
affects all of these things, rather than just restoring damaged flesh and
bone, then why can't it be cast before the combat to bolster the combatant's
luck, dodging, favor of the gods, actual toughness, damage resistance, etc.?
If things like luck or favor of the gods are part of HP, then why are rogues
and clerics penalized with respect to common ordinary warriors?
By Michael T. Richter, 99Jan12
- Q: Why do abstract "to hit" rolls and hit points cause problems? I use
them all the time and don't have problems.
- A: It is an inadequate model. The only way not to have problems with them
is to deliberately avoid the situations that cause trouble. This restricts
your role-playing options for no good reason.
The actual problem is poor interaction between the halves. "To hit" in
AD&D-speak means "to hit causing damage". It is assumed that you may have
hit a dozen times in the combat round, but none of them were enough to
cause damage. Thus having "missed" doesn't necessarily mean that you
didn't connect. It just means you didn't connect sufficiently to cause damage.
On the other side of the equation, "Hitting" in AD&D-speak doesn't even
necessarily mean "connected". Since hit points are abstractions which
represent everything from actual bodily damage capacity, skill and
experience at evading attack as well as luck, favour of the gods, etc.
having actually "hit" something in AD&D-speak doesn't tell you whether you
connected or not.
So, basically, missing your "to hit" roll doesn't mean you didn't hit.
Making your "to hit" roll doesn't mean that you hit. This causes the problems.
What kinds of role-playing options does this problem eliminate? The
historical "counting coup" method of warfare used by various native tribes
would be a classic example. If you wanted to make a society which did
warfare using counting coup, you could not do so with AD&D rules. In
counting coup, after all, the elimination of an enemy is done solely by
touching. Not "hitting to cause damage", but just plain, light physical
contact. Since it is impossible to determine whether any given "to hit"
roll actually resulted in physical contact, it is impossible to determine
whether coup was successfully counted or not.
In the end, you're stuck with either not putting in this interesting
society or with creating a large set of rules (which probably don't
interact well with the existing ones) to introduce this society. In the
first case your enjoyment is restricted for no good reason. In the second
case you've spent money for AD&D that doesn't even give you basic guidance
on simple issues like this -- unlike most games made since AD&D.

By Carl Perkins, 98Nov20
[AD&D 2nd Ed has a class construction system in the DMG. This
would in theory solve one of the main complaints, the rigid classes.
Unfortunately, it suffers from some flaws... -Mark]
Cost penalty to make second level for a character class created with
the class creation rules matching existing classes. It is expressed as
the percentage increase in the cost compared to the original class.
Class Cost penalty
----- ------------
Fighter 20%
Paladin 51% (ouch)
Ranger 15%
Mage 12%
Cleric 60% (big ouch)
Thief 24%
Note that the class creation system is rather short, inexact, and
incomplete - for example, there are two categories for getting priest
spells, "all spheres" or "a single sphere". The problem with this is that
there is no class that get all the spheres since even the cleric class
doesn't get three of them. There is also no class that only gets one sphere -
the paladin gets four. If you count four spheres as getting the "single
sphere" option four times it turns out that you have just paid for all
spheres since the single sphere is a +2 and all spheres is a +8. It says
that the DM should use his judgement and it means it since without that it
is impossible to use.
Likewise it says that it is impossible to duplicate
the existing classes, and boy does it mean that too (as you can see above).
Also note that I have left off the additional +1 cost modifier for "can use
magic items for an existing class" since I was making the class itself.
I also did not asses any added cost for proficiency slots which would make
the difference even larger. I applied the "non-human limited to level [X]"
modifiers as an approximation, using the one that was closest to the actual
limits. I ignored the classes' gaining followers and such at high levels,
figuring it was a generic "all classes get this" kind of thing although
the Paladin doesn't. You might be able to reduce the multiplier for them for
this, although I was somewhat fast and loose in counting the Paladin's
special abilities anyway, so they are probably actually worse off than it
indicates up above - they violate the class creation rules anyway since they
have three abilities delayed until levels after first (undead turning,
cleric spells, and their mount) and you are only allowed two.
The Fighter
class would be closer but their weapon specialization ability falls under the
dreaded "other" modifier type - it is dreaded because it is a +3, which is
higher than any other abilities other than the two unrestricted spell use
abilities for clerical and wizard spells. If that were reduced to a +2 then
they would only have a 10% penalty, and if it were counted as a +1 (which is
probably too low, considering that it gives you a +1 to hit, +2 damage, and
an extra attack every second round when using your specialized weapon type)
they would have no penalty. Were you to calculate the costs yourself, you
might well come up with figures different from mine - they could easily end
up with the penalty being several percent higher, particularly for the Paladin.
By Michael T. Richter, 98Nov18
- Q: What's so hard about making a Conan-like fighter who can fight, hide in
shadows and move quietly? Just use the Player's Option: Skills & Powers
book! That gives rules for fighters with the ability to move silently,
among other things.
- A: It is this kind of foolishness that really drives me up the wall!
I once had an argument with a UNIX weenie back when OS/2 was first
introduced. I was a big fan of this new "lightweight threading" concept.
The UNIX weenie said "why would you ever want to do that?" I explained why
and got every excuse in the book as to why it was bad.
As time went by, threading libraries became commonplace (though, of
course, by no means standardized!) in UNIX-land. At this point this same
UNIX weenie was suddenly singing the praises of lightweight threading and
how all you had to do was download this library, tinker with its
configuration until you got it working on your particular brand of UNIX,
and then you had all these magical benefits of lightweight threading (the
very same benefits that he dismissed only a few months before as
dangerous).
My answer to this UNIX weenie back then was "why would I want to go through
the time and trouble of mucking around with poorly documented, poorly
conceived and poorly executed add-on libraries when OS/2 has very good
threading and synchronization primitives built right in?"
My answer to this AD&D question and its variants is: Why would I want to
go through the time and expense of mucking around with a poorly conceived
and poorly executed AD&D add-on when almost every other game available
supports the options this add-on supports and *more* (usually, if not
always, in a superior fashion!) as part of the core rules?

By Michael T. Richter, 98Sep23
- Q: What is a better way to depict character personalities than alignment?
- A: Social structures. Don't slay orcs because they're chaotic evil and
you're lawful good. Slay orcs because (among dozens of potential
reasons):
- a) The religious order to which you belong has declared them enemies of
your gods.
- b) Those damned orcs are killing peasants in the outlying areas
of your lord's fief and you've been tasked to stop them.
- The beauty of these over "kill them because they're chaotic evil" is
that you can find all sorts of wonderful role-playing opportunities.
For example, here are some possibilities (again among dozens of
them):
- a) It turns out that orcs are no more evil and godsless (sic)
than your religious fighting order is. In fact, when you get
captured because of a botched attack the orcs treat you quite
humanely -- and significantly better than orcs get treated by your
fellows when captured. You witness the orcs worshipping the same
deities you do; they are by no means without guidance from the gods.
You begin to question whether the declaration of enmity was made for
reasons of truth or reasons of politics.
- b) The orcs would like nothing better than to stay away from
civilized lands. They can't stand the sight of humans and don't
really feel like dying. The problem is that Some Other Problem
is driving them away from their proper hunting grounds.
Because you don't have intractable "they're evil so we
kill them" issues without alignments, you have many more role-playing
possibilities without them.
- Q: Planescape was built around alignments and is really cool.
What's the problem?
- A: The problem is that Planescape was built around the game
mechanism, not the other way around. EVERYBODY *has* to have
alignments in their gaming universes when playing AD&D. Alignments
weren't added as a setting-specific game mechanism because it made
for a cool gaming universe. Alignments were there for no good reason
and somebody came up with a setting that used them. There's a big
difference between these.
In short, Planescape may be a cool setting, but this
isn't a good reason to have alignments in the core rules.
- Q: Alignment penalties aren't game setting penalties. They're
representations of the nervous breakdowns and traumas of having done
something against one's nature. What's wrong with this?
- A: The penalty penalizes good role-playing. How many brilliant
works of drama can you think of that were based upon somebody
recognizing the error of their ways and turning to the One True Way?
(Or, alternatively, how many can you think of where somebody
essentially good becomes vicious and mean because of a great
tragedy?) In either case, the AD&D rules penalize the good drama.
Fall and redemption are two themes, often combined,
which show up all over the place, subtly or not so subtly, in dramatic
literature. Yet AD&D's mechanics discourage players from doing any such
drama because they'll get penalized for it.
by Mark Damon Hughes, 98Sep03
Actually, there are many games that are better
than AD&D, and are FREE. Yes, that's
right, *FREE*. Just download and play!
I especially recommend the following:
- FUDGE, by Steffan O'Sullivan
- FUDGE is one of the best game systems ever made.
It's low-detail, but very elegant, astoundingly easy to learn, and
even easier to play.
- There's a HUGE amount of support material for FUDGE
on the 'Net; some that I particularly liked is linked from
my RPG page's FUDGE section.
- The best part for former AD&D players is that
it's easy to convert any campaign, characters, spells, and items
into FUDGE, so you can continue to use all the AD&D stuff you've
already bought!
- Fuzion, by
Hero Games and R.Talsorian Games
- Fuzion is a hybrid of the world-famous HERO system
and R.Tal's Interlock sytem, and the core rules are totally free.
- You may also be interested in:
- Brandon Blackmoor's Fuzion Jazz,
a simplified version of the core Fuzion rules with a power/spell/gadget
constructon system that's more like HERO's.
- Dungeon Hero,
an AD&D-like set of rules, spells, and creatures for the HERO system
(Fuzion has conversion rules from HERO).
- The Lodoss War RPG, a
Fuzion game based on the AD&D-inspired anime series. It's
well-researched, it has a good background, and a spiffy magic system. Down
side? No bestiary yet; you have to build your own.
- NUELOW, by Steve Miller
- Parody RPGs with a very simple and pleasant system.
Despite being parodies, they're quite usable as serious games. Both
"Fairies!" (based on medieval faerie folk and knights) and "Ice Queens and
Ugly Ducklings!" (based on the stories of Hans Christian Anderson) are
fantasy (though maybe a different kind of fantasy than some of you are used
to |+)). Plus, you can use elements of the other games to expand
your campaign. I like 'em a lot.
- Oroborus, from Ragnarok Press
- A fairly realistic multigenre system. Oroborus is a very
slick little game.
- Quest
- A very comprehensive, detailed, and exhaustive fantasy RPG
(potentially multi-genre, as it has higher-tech skills and equipment, too).
There's also a fair amount of software for character and equipment
building.
Quest FAQ
- The Guide To Adventure
- An easy and professional free game, for fantasy and
SF. TGTA has complete skill, magic, miracle, psionics, rules, handles
ancient, modern, and science fiction combat, has a good bestiary, and
a unique system based on special cards (you print them out yourself onto
cardstock - see his
Frequently Asked
Question).
- GURPS Lite
- While I'm not a huge fan of GURPS, fantasy is the genre it
was originally designed for, and that it sucks least in. It still wastes
nine pages out of 32 on advantages and disads instead of having a more
generic (and shorter) mechanic, while shorting you on skills and magic, has
no psionics rules, and it suffers from the same balance problems as the
full version of GURPS. That said, it is free, and it's better than
AD&D.
Many others can be found at
The RPG Library.
One last time:
Better alternatives are available for FREE!!!
by Joshua Macy
For any rule you're talking about, the rule isn't bad because:
10. Most characters wouldn't want to do/be X, so it makes sense that no characters can.
9. It's fantasy; it's not supposed to make sense.
8. It's just being true to some unspecified source material.
7. You can pretend it's more detailed than it is.
6. You can buy Player's Option book X, which fixes it.
5. The game designers didn't mean for you to apply it as written.
4. Every other system has bad rules, too.
3. The system sells better than any other system.
2. Lots of people have fun playing the game.
and the number one reason that the AD&D rule in question isn't bad:
1. You can change it if you don't like it.
by Mark Damon Hughes
Almost all of the AD&D worlds have essentially identical
settings: same races, same magic items, same magic system, same spells,
same core monsters, just different names on the map and a few new
critters. Even the least standard stuff (Ravenloft, Masque of the Red
Death, and Dark Sun) is still very very similar to other AD&D settings,
just presented as horror (though they're closer to monster movies than
real horror in actual practice) or apocalyptic (but Dark Sun still has
the same races and magic, with only a few spiky bits pasted onto
things).
by Mark Damon Hughes
AD&D is not true to its genre. Here's what I mean
by that:
All games intend to simulate something - whether it's
reality or a literary genre or a specific book or a described setting.
Good games accomplish this by having mechanics that
match the setting's reality level, and allow you to create accurate
representations of the characters from the source material, and allow
those characters to perform the actions they did in the source.
AD&D is based on several sources - combat is meant
to be reminiscent of Conan, magic of Jack Vance's
Dying Earth stories, thieves and thieves' guilds from Fritz
Leiber's Fafhrd and the Grey Mouser stories, the races and many of the
creatures are taken from Tolkien, and still more creatures are from
Anderson's Three Hearts and Three Lions, and the alignment system
is meant to represent the forces of Law and Chaos from Michael
Moorcock's Elric stories.
One would then expect to be able to simulate some hybrid
of these classic fantasy genres... But AD&D fails them miserably.
It is impossible to produce Conan, Fafhrd and the Grey Mouser, or many
other heroes in AD&D - because they have both fighting and thieving
skills, and magic in the Mouser's case, and humans are forbidden to
multiclass. Dual-classing isn't accurate, since they clearly used all
of their skills evenly.
Nor do the rules simulate fantasy literature combats -
in all of the source literature, the characters are no less vulnerable
to a sword than anyone else - they're just usually smart enough or fast
enough to not get in front of a moving sword. AD&D conflates
physical damage, dodging, and luck into "hit points", which worked fine
in the original Chainmail wargame, but in an RPG you need to know if you
actually hit or not (AD&D's "to hit" actually only determines if
you've reduced the enemy's hit points, but all but the last few or one
hit point represent dodging or luck), or whether your armor or weapon
parry or dodging was responsible for saving your hide, or how severe a
wound is. Even MUCH simpler systems than AD&D can do this, let
alone complex, detailed systems.
Worse, AD&D's combat is BORING. Roll to hit,
roll damage, mark off a few more hit points, repeat. You have nothing
but some numbers that could represent any combination of combat factors,
and you have no way to decide which they are. AD&D is just a
terrible simulation of heroic fantasy combat.
As for the magic, not only was the memorization system
used only in a few books which were far from being Vance's best work,
the most powerful "mages" in them only had a handful of spells. It
looks nothing at all like the magic of any other literature, and yet
they continue to use exactly the same system in all of their game
worlds.
- Encumbrance of magic armor, by Paul Andrew King
- On p28 [of the DMG1] it says that magic armour is
50% of the weight of normal armour of the same type and allows
movement at the next higher rate.
On p164 it says that magical armour should be
considered (effectively) weightless and does not reduce movement.
- Canning, Adam <Dahak#Compuserve.com>
- Green, Mark <mark.green#reading.ac.uk>
- Hughes, Mark 'Kamikaze' <kamikaze@kuoi.asui.uidaho.edu>.
- King, Paul Andrew
- Macy, Joshua <macyj#webamused.com>
- Mowery, Kevin <profbobo#io.com>
- Paulsen, Björn <fenix_burns#yahoo.com>
- Perkins, Carl <carl#gerg.tamu.edu>
- Richter, Michael T. <mtr#ottawa.com>
- Smale, Dr. Erin D. <esmale#welshpiper.com>
- Walker, Blake (CAP, CFS) <Blake.Walker#gecapital.com>
"Ah, now I understand the subtle malice here! I salute you."
-Thraka <thraka#xenocide.org>
[0] "As a side note, I disagree with your
manifesto. I am an asshole. :-)" -Michael T. Richter
Last modified: 2002Aug02
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