Thank you for watching today’s How to Play Advanced Dungeona & Dragons videos. What do you think of the advanced combat actions? Leave a comment below!
Great stuff Adam. These advanced rules were always a mixed bag for me. I love the unarmed combat rules, but i was never a fan of weapon speed affecting initiative (too time consuming) and the held or sleeping character/enemy being an insta-kill seemed overpowered. But overall, these rules encourage much more combat strategy than 5E, particularly with the flanking/charging aspects and I find it's a better overall combat experience. Thanks!
I consider these 'rules' to be solely the obligation of the DM to use at their discretion- and NOT for Players to instill too deeply in to the mechanics trying to cheese the rules or bog down combat with errata and tedious number crunching- ( to that respect the DM CAN and Should Learn about & use these ACAs only when DM thinks it necessary for the Encounter.) It breaks immersion for me to ask a character.. Well what's your hit points or weapon speed.. Well what's your AC? If the intention is to keep combat running smoothly I can understand why 3.5 although crunchy is more like running a video game in terms of combat. DM needs to be on his wits to run it correctly and promptly By the Book- it can be done, but its more often up to the DM to know this otherwise players will get overwhelmed with the irrelevant 'build' and miss the story or focus on your game..
@@robertbromley5230 indeed some of those hidden gems in UA. The rules that appear in module I1 are also good (they are a prototype for the 2e unarmed combat rules, which are IMO the best amongst all old-school D&D rules)
Thank you for watching today’s How to Play Advanced Dungeona & Dragons videos. What do you think of the advanced combat actions? Leave a comment below!
Great video as always!
Thank you!
It's great to see a large channel highlight AD&D! Game on!
I just want to dispel the difficulty myth is all :)
Great stuff Adam. These advanced rules were always a mixed bag for me. I love the unarmed combat rules, but i was never a fan of weapon speed affecting initiative (too time consuming) and the held or sleeping character/enemy being an insta-kill seemed overpowered. But overall, these rules encourage much more combat strategy than 5E, particularly with the flanking/charging aspects and I find it's a better overall combat experience. Thanks!
Thanks for sharing your thoughts!
Great video, please do more AD&D 1e rules videos! A demo combat would be amazing!
I’m about to run a man Ad&D adventure tomorrow night. There will definitely be combat.
I played over 25 years ago.. I would not even know what to do anymore. lol.
It’s pretty simple. That’s what this whole series is about.
I consider these 'rules' to be solely the obligation of the DM to use at their discretion- and NOT for Players to instill too deeply in to the mechanics trying to cheese the rules or bog down combat with errata and tedious number crunching- ( to that respect the DM CAN and Should Learn about & use these ACAs only when DM thinks it necessary for the Encounter.) It breaks immersion for me to ask a character.. Well what's your hit points or weapon speed.. Well what's your AC? If the intention is to keep combat running smoothly I can understand why 3.5 although crunchy is more like running a video game in terms of combat. DM needs to be on his wits to run it correctly and promptly By the Book- it can be done, but its more often up to the DM to know this otherwise players will get overwhelmed with the irrelevant 'build' and miss the story or focus on your game..
I definitely like to know the rules, then apply what makes sense.
The unarmed combat rules in DMG aren't really worth the time. The revised (and simplified, particular System I) rules in UA work way better.
I’ll have to look into those. I must have missed them.
Yes, they are much better streamlined and usable. And I say that not being a big fan of everything in UA.
@@robertbromley5230 indeed some of those hidden gems in UA. The rules that appear in module I1 are also good (they are a prototype for the 2e unarmed combat rules, which are IMO the best amongst all old-school D&D rules)