AD&D 1st Edition 010 - Adventuring
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- เผยแพร่เมื่อ 26 ส.ค. 2024
- G'day viewers,
Welcome to the next installment of How-to AD&D 1st edition. In this Video, we are looking at some of the tools available to Players and DMs alike to keep the PCs alive.
There are many home brew and personalised techniques, please leave a message about how You kept your PCs alive.
Thanks for watching.
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Judging from the actual play example at the end, a level 15 Archaeologist gets like +5 on all saves. Well done.
Thank you. I always found Raiders to be almost like a D&D adventure. Indy, of course, would be a at least 12th Level Thief.
The movie (from beginning to end) that I think best represents an AD&D adventure is Silverado.
Thank you for watching, I'm very curious about how others made things fit in AD&D1st ed ('back in the day').
This is the game I started with. The people I played with had running games since the basic D&D set, so there were plenty of "house rules", plus various addendum from Dragon Magazine.
I always saw it as your world, your rules. First, and to a lesser degree second editions left large gaps with the intent of allowing a DM to mold the world to their vision.
Thanks for commenting; yes, Gygax was surprised that people wanted more of the Greyhawk milieu, he just thought everyone made up their own worlds.
The DMs Guide is written with the idea of the Players and DM collaborating to make their own world.
Again, thanks for watching.
Hi people, this was a difficult topic for me to cover and explain without getting too technical; having said that: let's get technical.
Example: There's a trap door in a corridor that will activate when a pressure plate is tripped. The drop is 10' to 15' (1d6 damage), it may have spear like spikes (2d4 damage instead) or small spikes like arrow heads all over the bottom (1d6+2);
The players don't detect it and they trip the switch; the easy thing to do is for the DM to say, "you activate a pit trap and fall into the (spike) pit, take xxx damage"; or the DM could say "a trap door opens beneath you, make a saving throw roll vs Petrification modified by the Reaction modifier (if any)", if the player saves "you manage to leap to one side at the last moment and clutch to the edge of the pit, you see spikes are beneath you" and if they don't save "try as you might to get out if the trap that you sprung, you fall into the pit of spikes and suffer xxxx damage";
The question is: Why did I use Petrification for the saving throw?
Example2: The party stumble across an item that is mechanical in design, many switches and buttons; the players choose to explore the device for functions;
The DM says " make a saving throw vs Rods to see what you find out".
Why use Rods, Staves, and Wands as the check?
Thanks for watching and I hope to hear about how other DMs do things.
I only ever use saves to avoid some kind of adverse effect. So example 1 fits my perception of saves, but not example 2. I'd use Int roll if in a rush, or otherwise prepare the functions triggered by any combination of buttons and ask the players to explain which buttons they press.
@@menion2599 Example 2, the players are trying to investigate without activation. As a DM, you might describe the device including switches and coloured buttons (if any) and have a small table of 'flipping of the switch and pressing the blue button does this...'
What I'm drawing from in this example is from one of those cross-genre modules from 'back in the day'. The Rod/Staves/Wands saving throw was used when the players were investigating one of the weird items. In some instances the investigator had to perform two or three such Saving Throws in a row to determine how well the item was understood.
I'll let you in on the answers: Petrification and Polymorph checks are best handled by Thieves, Assassins, and Monks. If you, as a DM, want to provide a bonus to a particular class, here is the best way. A Thief would have more of a chance jumping off a trap door than anyone else; the Magic-user would have the best mind to try and solve the problem - and therefore Rods/Staves/Wands as they are the best at it. Once the M-U figured out how to fire and load the laser-pistol, that information goes to the Fighter where they have a low non-proficiency penalty.
Did you watch the end of video clip? Perfect example of Saving Throw use - and my explanation 'go to' when talking with people when explaining the Saving Throw concept.
Thanks for watching and I appreciate your support.
David Thomson Interesting. The puzzle sounds like White Plume Mountain or something.
A lot of people complain that the DMG is too self condradictory in its rules. First of all, the're not ulesbutuidlins and sugstions, often with exampls of how they can be used. I keep a well worn copy and still use it today, after 40 years of gaming through three editions and most of the retroclones.
That's right, many 'rules' are suggestions, or inferences that a topic should be explored by the DM and the players. The AD&D 1e DMG, has many hidden gems that later editions can draw upon.
It is a worthy addition to any RPG collection.
Thanks for commenting, I hope you like the series.
@@TheEldarGuy , we also must keep in mind that different situations require different solutions. So in one case you might use x but in the next y may be more appropriate. It could be the simple difference of which side of the trap that they are on. If the pit trap would drop you with the lid behind you as opposed to it dropping you with the lid in front of you giving you something to hold onto. Or a 5' wide trap and the character is 6'4" tall. They might just stretch across it when the Halfling would fall right into it.
DM's discretion when dealing with poison:
Say nothing after the save, unless it's a terribly lethal gas of fluid like chlorine gas or cyanide.
Describe how the PC is feeling and begin to apply HP damage over a series of rounds.
I guarantee that the slow and cure poison spells and healing herbs will always be prepared or at hand after that.
You are very correct. I think when the DM randomly rolls dice, the sound of the d20 rattle should always put the PCs on edge; or that random question: "What's your value again?".
As DMs, we can only take pleasure from the small things (like keeping the players on alert).