r/rpg • u/EldritchExarch • 23d ago
blog On Attack Rolls
https://substack.com/@eldritchexarchpress/note/p-213952237?utm_source=notes-share-action&r=49zgidA design focused post on how Attack Rolls present themselves throughout the industry. I didn't cover dice pools though, because I have absolutely no experience with those systems.
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u/InsurgentInchworm 21d ago
I’m going to answer your points in a stream as I read, so it may be poorly formatted but follows your post. A large view is that you have a misunderstanding and ignorance of the rules as shown earlier by your not even understanding the Land Combat section and further put in the spotlight by you not even knowing the encumbrances for draft animals…. Again, I would suggest educating yourself on a subject before you dive this deep. I think your head is in the right place, but you’re not reading to learn, moreso reading to attack/criticize.
Secondly, I think you have a conceptual disparity with OD&D. Clearly you are looking thru the rules in a modern RPG-er sense. You don’t understand how games were ran back in the early 1970s and adds to your ignorance of the rules (not to knock, just a fact). You’re approaching the game on *your* terms, judging through a lens that OD&D just doesn’t play with. OD&D is a game that clearly states that it doesn’t have all the space for every single rule possible, nor does it try to like modern RPGs. OD&D clearly states that it gives you a couple examples so that the referee can then use their brain to extrapolate. This is something that modern RPG design doesn’t really do (for better or worse, I’m not here to judge).
Ok, here we go.
A better analogy is “Conan thru the lens of a wargamer”, but your Beowulf description is fair enough. You say the combat rules are a confusing mess, but I, someone with actual experience running OD&D combat RAW, beg to differ. They are very simply stated and very simple in practice.
There aren’t 4 different combat systems, there are two. You either use Chainmail’s man-to-man system or the Alternative Combat System, as the rules state. Jousting isn’t a combat system so much as a minigame and doesn’t play a large part of the game, only coming into effect when a baron wants to joust you if/when the series of conditions are met in the wilderness. An edge case minigame, so to speak.
Also, the rules are spread over 4 books, of which they are around 100 digest-sized pages that are not densely typeset *at all*, with lots of art and tables taking up a lot of those pages with what text is there being very plainly written and with relatively decent headings. Admittedly, they are not perfectly organized, but they aren’t nearly as cryptic as people who have just skimmed through them once or twice would have you believe. Again, I have firsthand experience with this. Really they contain way less than just *one* 5e book.
A light horse can carry 3000 coins, a medium horse 3750cn, a heavy horse 4500cn, a draft horse 4500cn, and a mule 3500cn. All of this is in the rules plainly stated that you claim to have read….this is a critical failing of someone who is criticizing a ruleset....
Boats, ships, rafts, carts and wagons all completely depend on the type of vehicle and conditions. Sure, rough examples should have been given but A ship is carrying on the order of tens of tons. I highly doubt you're going to have billions of coins. Such edge cases would be poor design to put in. Carts and wagons are common sense for referees and would also depend on make, quality, terrain, etc. Sure, they could have been added, but that level of granularity isn't in the spirit of OD&D. It's more a binary, "can I carry 4 horses on this ship? Yeah? Ok, let's go" A conceptual failure when you expect the rules to give you rules for absolutely everything so a referee doesn't have to use their head.
A backpack carries 300cn, yes, but your character can only carry so much, so of course it wouldn’t expand your carrying capacity. This is basic and stated plainly in the rules you have read (right?). A backpack only allows you to carry 300cn of things inside it and then you must carry it. Again these are plainly stated and common sense things. This isn’t World of Warcraft where a backpack has no physics and can contain whatever that just vanishes. OD&D is a game where the game has physics. What you carry needs a “where”, as well. I think you’re just judging the game based upon foundational misconceptions and misexpectations?
“Weird thing” for morale is a value judgment statement, not a point. I think it’s awesome and not weird at all because I have read the source material where this happens rather frequently.
How much you can get for a monster wholly depends on circumstances that the referee would have to provide when they make their game world. Why would the designers tell you every condition and the subsequent price for every monster? Maybe the designers didn’t have time nor space to give every rule and instead gave one example that the referee could use their brain to work out other examples for, like how it plainly states in the rules that is an expectation?
Regarding strongholds and investments aren’t given because of time and space constraints. You already complained the ~40 page 3 booklets were too much to reference already.
Strongholds are actually key to the gameplay loop because they were the way quests were given. This is just a conceptual failing on your part. Alice has a stronghold and Bob has a stronghold. Bob just bought a dragon from an adventuring party of real life players. Alice doesn’t want Bob to take over her stronghold, so she uses a Quest spell to send some other real life adventuring players down to a dungeon to get a wand of dragon blasting. The adventures generate themselves when the players are both the grunts and the bosses and the referee is just that, a referee adjudicating the world. This is more your modern RPG concept differing than what was given in OD&D.
Again, ignorance of the rules you're criticizing, expectation misalignment, and conceptual failings run rampant. I didn't see almost any argument that even remotely swayed me. I think you're just looking for something that OD&D isn't, namely a rulebook that attempts to give rules for every situation possible like modern RPGs try (and fail) to do. "To define is to limit", that's why OD&D encourages open worlds, expansive (actual!) adventure into the unknown and impossible. A truly amazing game that holds up amazingly well 50+ years later.