squeen
8, 8, I forget what is for
@Beoric : If we can just get past the notion that we are arguing about editions, and instead see what we can learn from 1st Revision --- i.e. what did it try to fix/clarify, then we don't have to get too deep in the particular mechanics, and just make sure we preserve the intent. Why did Gygax think it was important enough to amend the 0e unarmed combat rules?
The point here is that you (and I) has eschewed unarmed combat as a confusing PITA --- and EOTB brilliantly points out it's in that pesky 1e DGM for a very good reason---one you've already admitted that we both had missed! Being outnumbered, at any XP level, should make your players panic a bit (possibly reaching for that fireball spell).
For me, the goal is to either take the "high road" and get proficient with the 1e grappling (as written) --- or find something a bit simpler that works for me until I feel like I'm ready (as a DM) to take the training-wheels off.
It's the same thing I'm doing with Weapons vs. AC---a half-step between nothing and the full PHB table, that looks a bit like the LotFP approach.
That type of "fiddling" is really a whole other topic/thread called "Matt Finch, Swords & Wizardry, and Me". S&W is very close to the 0e/1e hybrid I played in my youth, so it was easy for me to be drawn to it. Finch created it AFTER he did OSRIC (1e). Why? My guess---Rules Light (it was a trendy thing, 4e reactionary?). It's easier for the DM and players to get going with it. It's not "Advanced".
The goal (for me) is just to keep hammering away at up-ing my game and see what it brings to the table. EOTB has his Jeep (when prodded, even he'll admit it's got some custom mods)...I'm still tinkering with mine. The whole 0e mind-set has always been DIY (quoting Finch: "Imagine the Hell Out of It!"), so I'm not afraid to experiment. But what I'm learning (and the topic of this thread) is that the answer is frequently sitting in a (inscrutable) book that's been right in front of me for decades. It's not perfect, but its just plain stupid to toss aside the hard-won lessons written down inside---so I'm doing my homework, learning the "why" of things. Many friendly folk here (and other places on-line too) have been exceptional teachers.
I wish that the progression of editions HAD been a continuous, unbroken rise to perfection---and while I don't doubt that there are some gems in the later stuff---I know for a fact that something got lost too. Too many stupid "market research polls to see what players want". I ask you: When, in the history of mankind, has that kind of crass commerical thinking ever produced anything of great quality? The true spirit of the OSR = Recover What Was Lost! (...and not that everything written past 1979 is junk, as it's detractor attempt to paint it.) I don't think anyone would argue against the notion that 5e dialed back the clock a bit and is better for it.
The point here is that you (and I) has eschewed unarmed combat as a confusing PITA --- and EOTB brilliantly points out it's in that pesky 1e DGM for a very good reason---one you've already admitted that we both had missed! Being outnumbered, at any XP level, should make your players panic a bit (possibly reaching for that fireball spell).
For me, the goal is to either take the "high road" and get proficient with the 1e grappling (as written) --- or find something a bit simpler that works for me until I feel like I'm ready (as a DM) to take the training-wheels off.
It's the same thing I'm doing with Weapons vs. AC---a half-step between nothing and the full PHB table, that looks a bit like the LotFP approach.
That type of "fiddling" is really a whole other topic/thread called "Matt Finch, Swords & Wizardry, and Me". S&W is very close to the 0e/1e hybrid I played in my youth, so it was easy for me to be drawn to it. Finch created it AFTER he did OSRIC (1e). Why? My guess---Rules Light (it was a trendy thing, 4e reactionary?). It's easier for the DM and players to get going with it. It's not "Advanced".
The goal (for me) is just to keep hammering away at up-ing my game and see what it brings to the table. EOTB has his Jeep (when prodded, even he'll admit it's got some custom mods)...I'm still tinkering with mine. The whole 0e mind-set has always been DIY (quoting Finch: "Imagine the Hell Out of It!"), so I'm not afraid to experiment. But what I'm learning (and the topic of this thread) is that the answer is frequently sitting in a (inscrutable) book that's been right in front of me for decades. It's not perfect, but its just plain stupid to toss aside the hard-won lessons written down inside---so I'm doing my homework, learning the "why" of things. Many friendly folk here (and other places on-line too) have been exceptional teachers.
I wish that the progression of editions HAD been a continuous, unbroken rise to perfection---and while I don't doubt that there are some gems in the later stuff---I know for a fact that something got lost too. Too many stupid "market research polls to see what players want". I ask you: When, in the history of mankind, has that kind of crass commerical thinking ever produced anything of great quality? The true spirit of the OSR = Recover What Was Lost! (...and not that everything written past 1979 is junk, as it's detractor attempt to paint it.) I don't think anyone would argue against the notion that 5e dialed back the clock a bit and is better for it.
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