Re: Weapon Specialization
Posted: Mon Feb 14, 2011 8:22 am
A littlefrancisca wrote:Does that help?
A littlefrancisca wrote:Does that help?
Start it, James. This might be interesting. I don't get the feeling many people around here play AD&D strictly by-the-book, so you might get more agreement on this question than you'd expect.James Maliszewski wrote:But, like I said, this may be a better topic for a new thread of its own.
Quick threadjack, I'm not sure I've read this. Anyone have a link... think I have Greg's email address somewhere too, but if anyone has this I'd appreciate it. Thanks ahead of time. Good thread! /jackT. Foster wrote:...It certainly matches the approach to play described in Greg Svenson's account of the first Blackmoor "dungeon adventure" (which I can't find a working link to at the moment, but I imagine most of you have already read it anyway). ...
Mostly because the question that started this thread was about using weapon specialization as-is without any changes. The thread's meandered quite a bit since then and, as I said above, my musing on what "by the book" actually means is probably something better suited to a thread of its own.achijusan wrote:Then why on earth bother posting in the "By the Book AD&D" threads ?
I'll admit to some curiosity on this point, but I also know, based on past experience, that going down this road is fraught with peril, so I think I'll just let sleeping dogs lie for the time being.Odhanan wrote:Start it, James. This might be interesting. I don't get the feeling many people around here play AD&D strictly by-the-book, so you might get more agreement on this question than you'd expect.
Ahhh your just trying to rationalize your preference for 0E...a less manly game.James Maliszewski wrote:This may be fodder for a new thread, I don't know, but I'd say that one of the main reasons I don't play AD&D and instead opt for OD&D + bits from the various Supplements and Strategic Review is the question of what's official and what's not. A good portion of the AD&D players I've known in real life (as opposed to online) are of the mindset that "if it's in the books, it's allowed." Now, maybe such people are a small minority of a small minority, but they seem to be common enough in my experience that I no longer try to go against the grain by saying, "I play AD&D but with the following changes ..." For a great many people out there, saying "I play AD&D" brings with it certain expectations about what such a campaign will include, expectations I don't get when I say "I play OD&D."achijusan wrote:Authored by Gary+published by TSR = AS "OFFICIAL" and "BtB" as it gets.
But, like I said, this may be a better topic for a new thread of its own.
So I've been told.AxeMental wrote:Ahhh your just trying to rationalize your preference for 0E...a less manly game.
Holy crap, you're funny!AxeMental wrote:
Ahhh your just trying to rationalize your preference for 0E...a less manly game.
Interesting - Looking at it this way sort of brings it back to Chainmail.rogatny wrote:What weapon specialization does is takes some of those bonuses a low-level fighter would normally have against regular humans and gives it to him when fighting monsters. Whether that is a good or bad thing, is largely up to you and what you consider to be a fighter's job in your game.
Very much so. I think in Chainmail you have a baseline assumption of regular medieval humans fighting other regular medieval humans. The combat against monsters from the fantasy supplement is special and different. I think you've got mechanics based on an assumption that humans don't fight monsters all that much, and when Joe puts his troll or dragon mini on the battlefield, it should be cool and different from your normal Battle of Hastings or Crecy scenario.Ragnorakk wrote:Interesting - Looking at it this way sort of brings it back to Chainmail.rogatny wrote:What weapon specialization does is takes some of those bonuses a low-level fighter would normally have against regular humans and gives it to him when fighting monsters. Whether that is a good or bad thing, is largely up to you and what you consider to be a fighter's job in your game.
Yes I kill myself.francisca wrote:Holy crap, you're funny!AxeMental wrote:
Ahhh your just trying to rationalize your preference for 0E...a less manly game.
And adds it on top of the bonuses vs. normal men.rogatny wrote:What weapon specialization does is takes some of those bonuses a low-level fighter would normally have against regular humans and gives it to him when fighting monsters.
Correct. Although, I think there was an assumption, when the w.s. rules were published that people were not using most or even all those rules.Dwayanu wrote:And adds it on top of the bonuses vs. normal men.
Just to be clear -- I'm not using WS rules. And I have the same basic question that you do.Dwayanu wrote:Yes, all this is clear. What's not clear to me is why. Are you using other stuff from UA that would otherwise put the fighter in shadow? Does your campaign structure not provide the same incentives as the Blackmoor/ Greyhawk model?
Thus w.s. was to give fighters something to stand out from the paladin, ranger, and barbarian. This concept was, of course, completely defeated when w.s. was amended in UA to allow rangers to have it, and when the UA also included cavaliers and paladin-cavaliers, with their very-similar-to-w.s. "weapons of choice."Fighters have too long been the last-choice class, the group who posed the least threat. This does not apply to paladins, rangers, or the new barbarian sub-class either; these all have abilities and powers far beyond the mundane world of a fighter. Therefore, weapon specialization applies only to fighters, excluding all sub-classes.