Saturday, June 27, 2015

Is AD&D Combat Any Easier?

After trying to wrap my brain around the Hackmaster combat system, I can;t help but wonder if the AD&D combat system is any better. Of course the way I remember it, it was way better. But the way I remember it was not the way AD&D combat was actually played by me, my friends or those I knew.

Back in the day we held combat something like this:

  • Your party ...
    • Opens the dungeon door ...
    • Turn a bend in the trail ...
    • Is startled awake to see ...
    • Comes upon ..,
  • A group of "baddies"
    • Surprise was intuitive. If somebody got the drop on you they got to act first before you rolled initiative.
  • Everybody roll initiative!
    • We used individual d6s for a long time, until 2e when we started using d10s because we misunderstood the AD&D time keeping system. We thought there were 10 seconds in a combat round and your number on the die was the segment / second you acted in. Not as recommended in the book, but it seemed "more fair" to us.
    • We also used Dex modifiers to initiative until we found out that wasn't quite right
  • Highest went first, ties went simultaneously.
  • Roll to hit VS AC and apply damage as necessary
  • When everyone was finished with one initiative round we rolled for initiative again and ...
  •  ... rinsed and repeated until one side or the other was dead, ran away or surrendered. 
That is not AD&D combat. 

I could outline it here, but if you are interested, and it is quite interesting check out the following excellent documents:
Now, some would say that this is a moot point. The way I played AD&D back in the day, was a perfectly acceptable way to play AD&D. Why muck it up with all these "rules". Well ... because I'm an adult. The last time I played AD&D, well actually OSRIC, was when I advised the Junior High Role Playing Game Club. We played for about a year, until I realized we were "missing" a lot of the rules. This realization came about as I found discrepancies between the OSRIC document and my First Edition books. This led me into deeper rules exploration, actually taking the time to read the books and understand where we were not doing things right. We eventually abandoned OSRIC, admittedly due in no small part to my confusion and frustration, and went to Pathfinder. It wasn't any better than 3.5--very rule heavy.

So, yeah. I am an adult. I actually read rulebooks now. Much to my own detriment and that of my players. I'm sort of like that. Something also make me sort of "itch" when I know we are playing a game without really following the "rules" of that game. But I also know that the more rules heavy a game gets, the more frustrated I become--cite 3.5, 4e and Pathfinder as cases in point.

So this all made me conflicted. Here I was, loving the tone and feel of the Hackmaster dialogue and rhetoric, absolutely love it mind you. And recalling the glory days of yore spent playing AD&D sort of "made up as we went along" and realizing I can't play either one with a very clear conscience in the way I like to play--without so many freaking rules! I even spent 6 hours last night creating two, count 'em TWO Hackmaster characters! Alright, I was half watching back to back movies with my kids, but still! That too, I find somewhat frustrating. I mean we used to take hours creating characters back in the day, but lots of those hours were spent drawing character portraits, writing backstory, creating his coat of arms, drawing his armor, creating genealogies, etc. etc. We didn't need that much time to roll up a character! All it took was:

  • roll 4d6 drop the lowest in order
  • Choose a race--apply modifiers, record racial abilities
  • Choose a class--write down any special class abilities
  • Choose alignment
  • Roll HP
  • May need to pick spells
  • Roll for Gold
  • Equip character
  • Name her and add details if you desire
Adventure!

Sure, I'm certain as I get used to character creation it will go faster, but will it really go any faster than Pathfinder or 4e did? Blargh. I could create a PC in less than 5 minutes back in the day, and it usually took 15. 

What all this is doing is making me realize why I chose Castles & Crusades several years ago to play with my own kids, and why I so often default to it when I play. Rosetta stone of gaming or not, it is fast, light, flexible and story-oriented. And I am assuming it is the same reason I find 5e (D&D Next) so intriguing. 
Post a Comment