Re: Weapon Specialization
Posted: Tue Oct 02, 2012 1:00 pm
I wonder how many get that TRP.
https://knights-n-knaves.com/phpbb3/
https://knights-n-knaves.com/phpbb3/viewtopic.php?f=8&t=10618
Agreed. They are there if you want to use them...per Gygax and tradition.TRP wrote:Who's arguing that 1e *needs* weapon specialization? 1e no more needs weapon specialization than it needs an armor class adjustment table, but they're both there if the DM wants to use them.AxeMental wrote: Thanks for the 0E history lesson. But so what? Hows that supposed to convince me 1E needed WS?
Gygax said fighters lacked and needed to be fixed in the Dragon article in which weapon specialisation first appeared. To him it was not just a perception, it was a fact that people were not choosing fighters, but instead rangers and paladins. It may well be that this speaks to the toxic environment that AD&D found itself released into when there were thousands upon thousands of players, the most committed of whom were trying to "game the system".AxeMental wrote: Probably the biggest problem with WS was that it created the false perception that their was something "lacking" 1E fighters. Before UA no one complained about fighters seeming too weak or too cookie cutter. Post UA, suddenly there's something needing "fixed". Personalization through numbers becomes the norm, which leads to the slicing and dicing seen in 2E.
If we are looking for precedent for specialised fighters then we are talking about specific Clark Ashton Smith characters, not some historical model. They are very much protagonists and player characters who eschew even magical versions of their weapons in favour of their own.AxeMental wrote: Another thing: archers and pikeman (the two most often referred to examples of "specialized experts") are NPCs (powerful adventuring parties hire archers). All archers do is practise shooting arrows and pikemen using pikes in formation. They aren't "fighters" in the sense of AD&D "adventurer fighters" capable of level progression (who are trained in far more then one weapon, including mounted combat, wearing and caring for armor, and the other things we associate with what a knight would do in the middle or dark ages). And then you have to wonder, WTF is a longswordsmen, or a bastardswordsman, or a maceman, or a scimitarman (they sound like aquatic beasts)" why on earth would anyone specialize in weapons like that (if there isn't a need to produce such experts, they wouldn't even have a trainer). The entire rational is horrible.
Oh, God no. Len Lakofka's archer subclass was even worse than weapon specialisation.AxeMental wrote: UA could have easily introduced cool new classes (the archer rather then WS) the hunter. etc. Instead it was a poor selection of new uninteresting classes all botched to the point they can't even work in a normal group. Dragon had its gems (witch, anti-paladin, etc.), but it also had its crap (and no amount of squeezing could turn it into a diamond).
Right, but a gamblers takes calculated risks, he does not just roll the dice for six attributes and play what he gets. Anyway, yes, you used completely the wrong word to describe what you were talking about, partly because it was not really related to your point, which is that weapon specialisation is not an earned advantage; we know that, and as pointed out nothing about character generation is earned, that is what happens afterwards in play.AxeMental wrote: Its rare to have good luck. When it occurs you expect to reap the rewards. Perhaps thats a better way of explaining what I'm trying to say.
And no, luck is not earned in the standard definiton of earn: to do a task for a reward. But a gambler does earn his trade. He risks and invests his time (in a broader understanding. Go to vegas and see what I mean).
No troll shamans, thanks!AxeMental wrote: As would I. I don't see any reason not to do it as a one shot if someone wants it (and I'd have no problem making up a class for that PC if he wanted to be an "archer", nor would I have a problem allowing a player have a PC troll sheman...1E does not equal a straight jacket). But I wouldn't make a habit of it (or risk loosing the feel of the game), and certainly wouldn't put it into official rules status. Dragon is fine as an option, something to include now and then if you choose. UA was forced inclusion so you had to have it if you wanted to be an up-to-date purist (someone in a group would point and say "see official rules").
Right, so now you are falling back into "what is written is written". As I say, I do not agree with you that a +1 bonus here or there will affect the feel of AD&D or "undefine" it. There is no evidence at all to support that point of view, neither theoretical nor practical, and comparing something so minor with one of the major actions players take in a game as simple as Risk is no comparison at all. Of course, the truth is that as soon as AD&D introduced any sort of character building options it started down the garden path to power gaming. How far you go down that road is up to you. Personally, I think weapon proficiencies are antithetical to the abstraction of the game, so you can guess how I feel about weapon specialisation and elf bonuses with swords and bows. After all, fighters do not get better with particular weapons as they advance in ability level, they get better with all of them as a result of getting better at "fighting". Such things are of only the most minor concern to the actual game, though, which does not begin and end with combat, let alone the 5% increments of the D20.AxeMental wrote: Sure, but those are the known trade offs of 1E AD&D. They infact define the game (because when you employ them they will result in a specific feel regardless of place or time). These rules define 1E AD&D the way moving armies about defines the game of Risk.
You can start adding new trade offs, some will be fine others will be noticed by the players. If its noticed by even one player as negative, IMHO its off the table. Unfortunately the guys that disliked WS the most were the nice quiet ones, so they didn't speak up soon enough. I think a good number of players (traditionalist weekend players) may have started leaving 1E at this time (just as the powergamers started seeing promise). Its about this time the game started getting a little geekier as well.
Matthew wrote:Gygax said fighters lacked and needed to be fixed in the Dragon article in which weapon specialisation first appeared. To him it was not just a perception, it was a fact that people were not choosing fighters, but instead rangers and paladins.
AxeMental wrote:UA could have easily introduced cool new classes (the archer rather then WS) the hunter. etc. Instead it was a poor selection of new uninteresting classes all botched to the point they can't even work in a normal group. Dragon had its gems (witch, anti-paladin, etc.), but it also had its crap (and no amount of squeezing could turn it into a diamond).
It is? I was thinking of making the Archer a legit class in my game. What is so bad about it?Matthew wrote:Oh, God no. Len Lakofka's archer subclass was even worse than weapon specialisation.
No Troll player-characters, period. Half-ogres are ok though. As are NPC Troll shamans.Matthew wrote:No troll shamans, thanks!
No, he was broadcasting through his Dragon column as early as '81 or '82 that a "Players Handbook II" would be put out with additional material for players, and TSR was riding high in the cash flow at that time.AxeMental wrote:Unfortunately, Gygax was more concerned about TSR going bankrupt. I suspect thats the real reason this shit got included.
EOTB wrote:No, he was broadcasting through his Dragon column as early as '81 or '82 that a "Players Handbook II" would be put out with additional material for players, and TSR was riding high in the cash flow at that time.AxeMental wrote:Unfortunately, Gygax was more concerned about TSR going bankrupt. I suspect thats the real reason this shit got included.
Certainly, the speed with which UA was published in '85 after his return from California was attributable to the cash flow issue, but the overall intent to expand the rules had nothing to do with it. It would have happened eventually even if TSR was shitting gold bricks.
Oooooh! That gives me a fantastic idea, one that even Axe may appreciate.Matthew wrote:If we are looking for precedent for specialised fighters then we are talking about specific Clark Ashton Smith characters, not some historical model. They are very much protagonists and player characters who eschew even magical versions of their weapons in favour of their own.
He WAS wrong indeed, and certainly seemed to be in the process of making a new game (& it looked to suck ass), AS WELL AS looking for $ by any means necessary.AxeMental wrote:Matt, "Gygax said fighters lacked and needed to be fixed in the Dragon article in which weapon specialisation first appeared. To him it was not just a perception, it was a fact that people were not choosing fighters, but instead rangers and paladins."
Gygax was wrong.
Or he was just trying to help sell Dragon Mag so TSR stayed afloat (and said what needed saying, while pinching his nose, to sell magazines). Or both.
People chose rangers or paladins because they were interesting (some loner dude who fights off the monsters from civilization, think Strider, or the Lone Ranger or what have you. The Paladin, a warrior against supernatural evil....also fucking rocks). Note, both have stat requirements very hard to meet. You don't choose to be a ranger or paladin, you jump at it when you happen to role astronomically well.
So unless you role a 17 you aint playing a Paladin. Period. Otherwise your a cheat.
Anyhow, what does "power" have to do with 1E AD&D. You work as a team against monsters, you don't fight other PCs???
Matt: "If we are looking for precedent for specialised fighters then we are talking about specific Clark Ashton Smith characters, not some historical model. They are very much protagonists and player characters who eschew even magical versions of their weapons in favour of their own."
What does that have to do with 1E AD&D? Your talking about 1 guy in a story. I'm talking about an entire system. Every fighter, not just the one in a million.
If you want to have WS so you can create a "dartman" because you once read a about a guy that threw alot of darts dead on and you want to recreate that then either 1. don't take any weapons but darts and get the highest dex you can muster, or go write another RPG, so you don't fuck up 1E. Unfortunately, Gygax was more concerned about TSR going bankrupt. I suspect thats the real reason this shit got included.
Not my problem; theirs.AxeMental wrote:I wonder how many get that TRP.
Maybe, but you also have to take into account the comparative lack of playtesting, combined with the fact that it’s third parties (Grubb, Moore, Mohan, Mentzer) compiling said raw, un-playtested materials and putting them into their final form (freely combined with their own stuff). Yet the “later Gygax” stuff is STILL MILES better than anything else TSR is putting out. There’s NOTHING else in the league of Mordenkainen’s Fantastic Adventure, The Temple of Elemental Evil, and Unearthed Arcana in 1984-85.genghisdon wrote:younger Gygax seemed much wiser than later Gygax in the TSR era
I have every confidence that the fighter+ nature of paladins and rangers was the core attraction, along with very "liberal" attribute generation rules. However, the reason I like fighters is because they have a less defined (or rather specific) archetype.vargr1105 wrote: Well of course they were. Without WS you are better off getting a Ranger or Paladin, all the abilities of the Fighter plus a few more to boot and a more defined archetype.
Off the top of my head, it trades good for bad, which is to say it is a fighter++vargr1105 wrote: It is? I was thinking of making the Archer a legit class in my game. What is so bad about it?
Actually, he was right. That is obvious in the sheer volume of players who love D20/3E and even in the old school who play with weapon specialisation. In other words, it was exactly what the majority of players wanted. Those of us who think this was a bad idea are in the minority.AxeMental wrote: Gygax was wrong.
Or he was just trying to help sell Dragon Mag so TSR stayed afloat (and said what needed saying, while pinching his nose, to sell magazines). Or both.
People chose rangers or paladins because they were interesting (some loner dude who fights off the monsters from civilization, think Strider, or the Lone Ranger or what have you. The Paladin, a warrior against supernatural evil....also fucking rocks). Note, both have stat requirements very hard to meet. You don't choose to be a ranger or paladin, you jump at it when you happen to role astronomically well.
So unless you role a 17 you aint playing a Paladin. Period. Otherwise your a cheat.
Anyhow, what does "power" have to do with 1E AD&D. You work as a team against monsters, you don't fight other PCs???
It has everything to do with AD&D if you want it to. That is the whole point of this conversation. I am not advocating weapon specialisation, but I am telling you that a +1 bonus to hit will not wreck the system, neither the feel of it nor the mathematics underlying it. All of us have played with, and continue to play with, much more radical variants on the combat engine, voluntarily or not, knowingly or not. From weapon type versus armour class to interpretive disagreements about how initiative works; from stacking strength and dexterity with missile weapons (or not as the case may be) to disagreements over whether halflings get +0, +1 or +3 to hit with missile weapons. Your position of resistance to a +1 bonus or penalty is undefendable, and easily overrun. If somebody wants to include some form of weapon specialisation (for whatever reason, such as genre imitation) then trading a weapon proficiency slot for a +1 bonus with some weapon a character is already proficient with is a good way to go, because it neither harms the structure nor the spirit of the game system. In other words, it does not "fuck up 1E". Basically, you just do not like it, which is perfectly fine, but you have not mustered a single objective notion in support of this contention, it is all subjective and so in the eye of the beholder (pun intended).AxeMental wrote: What does that have to do with 1E AD&D? Your talking about 1 guy in a story. I'm talking about an entire system. Every fighter, not just the one in a million.
If you want to have WS so you can create a "dartman" because you once read a about a guy that threw alot of darts dead on and you want to recreate that then either 1. don't take any weapons but darts and get the highest dex you can muster, or go write another RPG, so you don't fuck up 1E. Unfortunately, Gygax was more concerned about TSR going bankrupt. I suspect thats the real reason this shit got included.