It seems to me that the 'attack matrices' ["speed, ferocity, and weaponry…are subsumed in the matrixes”(19 M&M Vol. I)], the 'weapon vs. armor type' table and the 'damage vs. larger opponents' table is a translation of the Fantasy Combat Table in
Chainmail thus giving normal men the means to face humanoids, ogres and trolls and for some (warriors and swordsman at the least) a dragon.
Solinar wrote:
How did the game survive 11 years without specialization?
A very poignant question...
TheRedPriest wrote:
As for crunching numbers, I don't think that sort of analysis works as well with an ongoing RPG campaign as it does with a tabletop war game. In the later, you have a finite number of units with a finite amount of "power" (attack/defend/range/movement etc), and once a scenario is set, then it's set and all of the variables are accounted. In an ongoing RPG game, however, the variables are so numerous as to be (for reasonable purposes) infinite
The variables can remain just as static with a class-based game as with finite units in a wargame. This appears to be born out in the 'MTM' of
Chainmail and in the codification one sees in the DMG.
Francisca wrote:
...my particular idea of what D&D is and should be is more Sword and less Sorcery.
Agreed, but It doesn't appear to me that specialization accomplishes this...if anything, to achieve this one should just limit the nature of the sorcery. Use only tribal spell casters and cultists who must employ ritual spell casting with the spell book.
Axemental wrote:
Essentially what you’re doing with WS is trading the richness of a class (its primary defining feature) for un-earned power... Archetypes (such as the fighter) exist for a reason.
Indeed.
Ahhh your just trying to rationalize your preference for 0E...a less manly game
.
That is...pretty funny. Nice one, Axe.
P&P wrote:
weapon specialisation addresses a creeping problem in the rules c. 1980-1982, which is hp inflation. In OD&D, a fighter would, on average, kill an orc in one hit. In AD&D with weapon specialisation, a fighter will, on average, kill an orc in one hit. But in AD&D c. 1980-1982, if you look at the published modules, the orc will always have 5-7hp, so on average our fighter will kill an orc in two hits unless the fighter has high strength.
This is an interesting point, but it may just be referring to the high strength modifiers of fighters and a proliferation of enchanted weapons and higher enchantment modifiers compared to
Chainmail.
Philotomy wrote:
If Fighters need to be powered up relative to the other classes, I'd tend to look at a solutions like putting a floor on their hit dice rolls (e.g. 6-10 instead of 1-10), which power them up without changing the fundamental assumptions.
This is something I have done.
Alcohol and heavy metal?
Hilarious. 'Crush', indeed.
Rogatny wrote:
For those simply wanting a blanket power up for fighters, I'm not sure why WS works better than simply shifting them over a couple columns on the combat chart and allowing them multiple attacks per round at an earlier level.
Agreed, this is how it is handled for humanoids in the MM.
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. I think the weapon specialization rules are a tacit acknowledgment that as of 1980-whatever, D&D players didn't have their characters fighting 0-level humans, didn't use the weapon v. AC chart, and didn't use the weapon speed breaks ties rules
Yes, indeed.
James wrote:
OD&D, for example, assumes the weapon vs. AC rules alone go a long way toward making a fighter very effective in combat. Using those rules plus weapon specialization seems increasingly like overkill to me.
Agreed.
Gene wrote:
In regards to the relevance of speed factors, weapon vs AC, and other "hard stuff" its important that its there for advanced users no matter what anyone says for the umpteenth time of how much it doesn't "work". Yeah, maybe on a computer game where freeform is useless. I talked to gary in person about that stuff and he said it was for hardcore gamers not that it was useless.
Interesting.
Odhanan
What I think for myself is that the word "Gygaxian" is a red herring in and of itself. Gary's works were constantly evolving.
Have come to completely agree with this sentiment, and if not evolving - certainly subject to change.