And now for something related…
My brother and I have been gaming since the 80′s, when my mom and dad bought my brother the Expert rules set (the original blue box with the illustrations by Erol Otus) and he later acquired the AD&D hardcovers. Of course, we both being pretty young at the time, we couldn’t make heads or tails of those books… My brother’s character was a multi-class paladin named “Gepotalin Rudilee” (he created the name from a boggle game set of letters) who had a laundry list of magic items and generally blasted his way through every dungeon because, naturally, they weren’t really playing the rules, more engaging in fantasy make-believe with some rough guidelines.
At one point, when he was in high school (or close to it), they convinced a friend’s brother to run a game for them. The brother was not particularly keen on doing it, so he made them roll up 1st and 2nd level characters for real, following all the rules, and then proceeded to TPK the party in the first encounter. It was an epiphany for my brother though; it was the first time someone had actually ran the game in a more-or-less correct manner, and they had followed the rules as presented. Later in college, he played a lot of 2nd Edition AD&D and was introduced to alternate games like GURPS and Traveller. But we never did go back to those old hardcovers, except to read them for some entertainment at times, and bemoan the political-correctness of the 2nd Edition.
It goes without saying we loved 3rd Edition. In fact, we played it until we were sick of it, almost literally. While we all disliked the ridiculous class/race restrictions of the old editions, and hated the ludicrous level limitations for non-humans, 3rd edition had obviously not been play-tested to see what the effect of removing these restrictions would have. Prestige classes were absolute killers of balance. Wizards and clerics were still far too powerful and necessary; ironically clerics ended up being the best magic-item creators because they were not reliant upon spellbooks. Magic item production became a dreary power-gaming bonanza, with players mass-producing wands of healing, magic missiles, and other effects to circumvent the spell-casting limitations. Finally, pretty much like every edition of D&D, the game started to break down balance-wise once the players got close to epic levels… sometimes well before then.
I’ve been running a 4th Edition D&D game off and on for the last two years. I do like 4th Edition; it went much further than 3rd did to fix some core issues to the game. But I really felt like trying to run a real old-school session for a bit, so I asked my players (none of whom have ever played the older editions, except one who was absent) and they all agreed to give it a try. My brother and sister-in-law even drove over the mountains (a 100 mile drive) to play!
Given I had several players who had never played before, and my brother suggested higher-level characters for a single session, I went ahead and designed a pre-gen party with an average of 5th level. I also gave them some decent magical gear, nothing too powerful, but enough so they felt like they were an experienced party. The party was balanced as well, with a ranger, paladin, cleric, fighter/thief and illusionist. I actually decided to use the random dungeon generator for a bit of fun and inspiration; it worked out all right, because I could use some of the ideas to make a more interesting dungeon, and discard the silly ones. (“ANOTHER elevator? Nah, I don’t think so.”)
So, we played fo
r about four hours this Saturday, and the result was a lot of fun. (Although my sister-in-law was a little bored as the cleric; she didn’t get to hit much and she didn’t have to use any spells to heal anyone.) Here’s some of the highlights:
- Rangers in 1st edition are absurdly over-powered. They get their level as a bonus to attack and damage against giants and humanoids, which includes orcs, goblins, hobgoblins, etc. Against these enemies they deal sick amounts of damage. They also reduce the chance for the party to be surprised to a 1 in 6.
- Surprise was pretty lethal in the game; the unsurprised side got up to 5 rounds of free attacks/spell-castings/missile fire with no penalties. My players were never surprised though. (See above)
- Poison is very bad in 1st Edition. It was basically a “save or die” situation. The idea was that IF the player made the save, he lost no hit points. However, this works out to be pretty crappy in gameplay. 2nd Edition revised it so poisons that kill instantly are much more rare, and more likely to be encountered after the party has access to slow/neutralize poison spells
- Combats are much more quick than in 4th. I hadn’t realized how bogged down encounters had gotten, really. It’s like every fight is with a minion… but even one lucky strike can seriously debilitate or kill a player. It feels a lot more… heroic and risky
- The DMG is an absolute horror to try to find anything in. Plus it has a lot of material that makes no sense at all to include in a heroic role-playing game, like the effects of a urinary tract infection.
- Money in the game is pretty silly. Magical items like spellbooks cost thousands of gold pieces. If the DM is not giving it out like Monty Haul, the players won’t even be able to pay for training up to the next level. Also, 10 coins per pound? SERIOUSLY?
- Just to really make things weird, you get experience for magic items kept, magic items sold (usually twice what you would get for keeping it), and gold, at a direct ratio of 1gp to 1xp. However, training costs are exponential, so a player by 2nd or 3rd level would likely have the XP to train up, but not the money to pay for it. And getting more money would just make it worse!
- Thieving skills are kind of lame. As my brother discovered in the book, the DM rolls ALL of them. What fun is that? For things like trap detection, I could understand a hidden roll, but for climb walls? And don’t get me started on backstabbing…
I was asked at one point by someone why I didn’t run in 2nd Edition instead. My answer: specialty priests. They are the BANE of that edition, and a wise DM will absolutely forbid anything from the “Faiths & Avatars” handbook. They totally destroy any semblance of class balance, since instead of playing a given class, you just play a cleric of a god associated with that class, and get most of the benefits with none of the penalties! Fortunately, if you stick with the original 1st printing, and stay away from the Forgotten Realms, you can avoid this curse. Looking over 2nd Edition core rules, they did address and fix many issues I saw with AD&D… the next time I want to go Old School, I’ll definitely give that a try.