tzor wrote:No, I'm saying that because the format was so shitty that when they wrote second edition they simply left out a whole plethora of rules because it was written in Gygax's typical ranting style and not as clear "HI THERE I AM A RULE" easy to understand rules. This resulted in a series of sequential unbalancing moves that has resulted in a person barely over the age of 18 suddenly going from zero to demi god in less than a year of game time.
Yes Gary rambled and made very illegible books.. That is what you get when you have a college textbook editor.
But what exactly from the training and HP quotes was left out in 2nd?
Cutting out overly verbose Garyisms was a good thing for 2nd, but I dont really see much other cut out. i jsu7t opened the game a bit more from being the Gary game.
You could go through a year of game time to reach ungodly levels...or godly if you will, but it also left for slower advancement nd play as there are still some games going on for 20 years or more than have barely taken a few years of game time and just recently reached name level as it were in 2nd edition.
Also 2nd clearly states "The rules are only guidelines." So there isnt supposed to be a ""Hi there i am a rule", in 2nd.
2nd DMG Chapter 8-Rate of Advancement wrote:The AD&D game is intentionally very flexible concerning how slowly or quickly characters earn experience--in general, this is left to the discretion of the DM. Some players prefer a game of slow advancement, allowing them time to develop and explore imaginary personalities. Other players like a much faster pace and a definite feeling of progress. Each DM and his players will likely settle into a pace that best suits their group, without even realizing it.
There is only one hard and fast rule concerning advancement. Player characters should never advance more than one level per time experience is awarded. If a gaming session ends and a character has earned enough experience points to advance two levels, the excess points are lost. The DM should give the character enough experience to place him somewhere between halfway and one point below the next highest level.
An average pace in an AD&D game campaign is considered to be three to six adventures per level, with more time per level as the characters reach higher levels. However, it is possible to advance as quickly as one level per adventure or as slowly as 10 or more adventures per level. The DM should listen to his players.
If the players are enjoying themselves and aren't complaining about "not getting anywhere," then things are fine. If, on the other hand, they grouse about how they never get any better or they're quickly reaching the highest levels in the game, the pace of advancement probably needs to be adjusted. This, like much that deals with awarding experience, may not come to a DM immediately. Let experience be your guide.
Copyright 1999 TSR Inc.
2nd DMG Chapter 8-Training wrote:Some DMs do not like the idea that a character can instantly advance in level simply by acquiring enough experience points. To their minds all improvement is associated with schooling, practice, and study. Others argue that characters are constantly doing these things to increase their ability so formal schooling is not required. Either case may be true.
The DM might choose to require characters to train before they increase in level. To train, a character must have a tutor or instructor. This tutor must be of the same class and higher level than the one the character is training for. Thus, a 7th-level fighter training for 8th-level must be taught by a 9th-level or higher fighter. The tutor must also know the appropriate things.
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Second, the character must pay the tutor. There is no set amount for this. The tutor will charge what he thinks he can get away with, based on either greed or reputation. The exact cost must be worked out between player character and tutor, but an average of 100 gp per level pr week is not uncommon.
Finally, the player character must spend time in training. The amount of time required depends on the instructor's Wisdom. Subtract the Wisdom score from 19. This is the minimum number of weeks the player character must spend in training--it takes his instructor this long to go through all the lessons and drills. At the end of this time, the player character makes an Intelligence or Wisdom check, whichever is higher.
If the check is successful, the lessons have been learned and the character can advance in level. If the check is failed, the character must spend another week in training. At the end of this time, another check is made, with a +1 applied to the character's Intelligence or Wisdom score. The results are the same as above, with each additional week spent in training giving another +1 to the character's ability score. This +1 is for the purpose of determining the success or failure of the check only. It is not permanent or recorded.
Copyright 1999 TSR Inc.
While the main game itself didnt require training, the optional rules preserved training for those that did enjoy.
Yeah I can see that as a bit of a slide to worse things to come and lazy players, but it gave a choice enough to play. The choice was the same as 1st if people threw out the training then as well...
Hovering on Death's Door, from 2nd pretty much worked the same, save for being a day rather than a week.
Remember you yourself often concur when we point out 2nd was made to oust Gary, such as 3rd to oust TSR, etc....So getting rid of Gary was in part what they did and making it no longer Gary's game wasnt all bad. Making it a more open game than Gary's game was good in part, but what came after DID become too open.
3rd and WCL made matters much worse, and 4th breaking wind healing surges are just stupid to even have damage at all.
But to say 2nd left out lots because they couldnt read Gary's ramblings...is that really fair when they have most as just optional to make sure people KNOW that the game is what YO make of it when YO play and TSR wasnt trying to tell you how to play anymore because Zeb wasnt going to be pissed you played differently from him as Gary often got pissed because "if you aren't playing AD&D the way he wrote it, then you arent playing AD&D."