[net.games.frp] Awful limitations in AD&D

schuetz@via.DEC (Chris Schuetz - backup System Manager 381-2647) (02/28/85)

Instead of just griping about how bad AD&D is, why don't you just change
things like everyone else I know?  Sure we took the basic ideas, but
noone uses ANYTHING exactly as in the book.  First we use Spell Points,
like hit points, based on CON.  Cost 3 SP per level of spell you want to
cast.  You want to use everything you have on MM's, fine.  You want to
do 3 Fireballs instead? Fine.   Having to relearn the spells after they're
cast just doesn't make sense, especially given the hack that you can learn
the same spell twice one day so you can cast it twice.  Really!

Since most characters and DM's I know are more interested in the role-
playing aspects, we have migrated away from rigid AAD&D to skill-based
sysstems.  No more restrictions on race (they just affect your basic
stats).  No more on armour.  Weapons training costs you money.
Spell training costs you quests for the Mages Guild.

I (and others) abandoned the AD&D spells themselves.  Most are hacks
thought up by the originators and have no relationship with each other.
SWORDBEARER (now defunct) had a nice system based on seven Elements
(don't ask me which, choose your own FIRE, WATER, WIND, EARTH, etc)
Most spells can be thought of as manipulations of a specific combination
of elements.  Also added some spiritual spells, that affect the MIND,
BODY, adn SOUL.

So use your imagination.  Isn't that what it's supposed to be all about?
Don't allow your players to quote the book at you.  But be fair, and
consistent, and define expected results beforehand.

Above all, have fun.  It's supposed to be your game too, not just your
players'.

/Chris

decvax!decwrl!dec-rhea!dec-via!schuetz

p.s.  I'd love to hear from you via MAIL.  Maybe we can exchange tools.