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Quote:
Originally Posted by Onyx
Mr. Gygax, a question regarding
a fundamental of D&D that has always weighed heavy in my mind
(and if it's not one you want to tackle, I understand :P).
Heh, Onyx...
You surely do dramatize things
This applies only to OAD&D.
Later forms of the D&D
game I am not responsible for.
Now I think you mean duplication,
not duplicity, in the two combat factors you are
so concerned with, AC and HP.
If you think having both
is trickery, well, what can I say other than all games are based on the
fallacious, they are not real.
Anyway, on to the basic assumptions employed in those two factors.
AC
is the measure of how difficult it is to make an effective attack on a
target subject.
One might broaden it by
including dodging and parrying, but those are subsumed in the single number,
as is indicated by the addition of Dex bonus, thus obviating the need for
a lot of additional adjustments and dice rolling.
The game is not a combat
simulation, after all.
Hit points
for characters are a combination of actual physical health and the character's
skill in avoiding serious harm from attacks aimed at him that actually
hit.
This is a further measure
of the defender's increasing ability to slip blows and dodge, as mentioned
above in regards AC.
While AC increases mainly
by the wearing of superior protectionm HPs increase with the character's
accumulating experience in combat reflected by level increase.
In combination the two give
a base protection and survivability for the beginning character and allow
that base to increase as the character increases in experience.
It does not pretend to realism,
but it does reflect the effects of increasing skill in a relatively accurate
manner while avoiding tedious simulation-oriented considerations and endless
dice rolling.
As someone who has designed
a number of military miniatures rules sets, I could have made combat in
the OAD&D game far more complex, including
all manner of considerations for footing, elevation of the opponents, capacity
to dodge, parrying skill, opponents using natural weapons, etc.
Knowing that the game was
not all about combat, I skipped as much of that as I could by having the
main factors subsume lessers, ignoring the rest.
It is a role-playing exercise
where all manner of other game considerations come into play, not just
fighting.
Oh, least I forget, when magic is mixed into the formula, getting anything vaguely resembling reality becomes wholly problematical <paranoid>
Cheers,
Gary
Quote:
Originally Posted by Tuzenbach
Of course! As a matter of
fact, I very rarely assigned shields to my characters. I always meant for
them to have a sort of a roguish flavor. I mean, if you look at movies
like "Krull" and such, NONE of the "good guys" had shields or helmets or
even plate mail. Thus, I tried to follow suit whenever possible. Armour
heavier/bulkier than normal chain I tended to shun. Plus, there's just
so much more you can do shieldless than shield-burdened.
In any event, the Drow in question was (and still is!) a Fighter/Assassin. Stealth is crucial. Can't climb walls, move silently, hide in shadows, etc. shielded.
Only in the movies. while
berserkers might have gotten by with such foolishness, once warfare became
as organized as it had been before the Dark Ages, the value of armor was
fully understood. the Swiss Pikemen had littlesave for front rank men,
but their weapons kept opponents at bay, their crossbowmen keeping enemy
missile units occupied.
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